[HN Gopher] Chroma, Ubisoft's internal tool used to simulate col...
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       Chroma, Ubisoft's internal tool used to simulate color-blindness,
       open sourced
        
       Author : gm678
       Score  : 172 points
       Date   : 2025-04-15 13:04 UTC (9 hours ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | gjsman-1000 wrote:
       | They aren't using GitHub correctly, so they have the installer
       | for Windows in-tree.
       | 
       | https://github.com/ubisoft/Chroma/blob/main/Release/Chroma_s...
        
         | tgv wrote:
         | This might be to placate the "where's the .exe?" crowd. A
         | release and a hint where to find the .exe might have been more
         | appropriate, but I doubt they will use this repo for
         | development: there is no sign of branches, tags or other
         | contributors.
        
           | OneDeuxTriSeiGo wrote:
           | Or rather they probably just dumped the project to a fresh
           | git repo since their internal tooling probably handles
           | binblob diffing in VCS.
        
         | tester756 wrote:
         | You're too pedantic, there are valid reasons to do so
        
           | perching_aix wrote:
           | What would be those? Serious question, not picking a fight.
        
             | onli wrote:
             | There is not really a big disadvantage, is there? It keeps
             | the .exe around in all possible versions without additional
             | effort, even if external build dependencies were to fall
             | away etc. Sure, nothing proper releases can't mostly
             | achieve as well. But also not something bad.
             | 
             | It's a little bit like when projects include their
             | dependencies instead of just listing them in a gemfile etc.
             | Some hate that, but it can make things easier.
        
               | perching_aix wrote:
               | Size comes to mind, and of course the policy of not
               | having any blobs in a source repository for security
               | reasons.
        
             | adzm wrote:
             | I've done this when we had existing scripts that were run
             | after cloning a specific git repo, that then needed an .exe
             | for reasons, and just adding the exe to the repo was the
             | easiest solution so we didn't have to change all the
             | existing tooling and processes.
        
         | paxys wrote:
         | They are using Git correctly.
        
       | w4rh4wk5 wrote:
       | Alternatively, one could just use this shader for post-processing
       | in their engine: https://www.shadertoy.com/view/XdtyzM
        
         | cwillu wrote:
         | That's funny, the shader doesn't appear to be doing anything...
        
         | meesles wrote:
         | Second key feature listed in the repo:
         | 
         | > Work on all games. No dependency on any specific game or
         | engine.
         | 
         | So your solution isn't an alternative here since it requires
         | modifying the engine/game code.
        
           | c-hendricks wrote:
           | With something like Reshade shaders can be injected into any
           | game without modifying any engine / game code. Would work
           | much like this tool from Ubisoft.
        
           | w4rh4wk5 wrote:
           | But what does that give me? Why would I need to simulate
           | color blindness in an already released title? In my opinion
           | that's simply a developer tool.
           | 
           | What would've been more useful here would be a color
           | blindness compensation filter, but IIRC there are already
           | tools that can do just that for the whole screen.
        
             | Timon3 wrote:
             | Simple example: you want to develop a game and are looking
             | for example implementations of specific mechanics or UI
             | elements. You go through existing titles, and exclude those
             | that use implementations that don't work well for
             | colorblind people.
             | 
             | It's not hard to come up with more examples.
        
       | Thaxll wrote:
       | Ubisoft is on the forefront for accessibility.
        
         | wincy wrote:
         | The advantage of these large corporations is good stuff like
         | this that a smaller company couldn't afford. Like how Disney
         | World is in bending over backward to be accessible for my
         | daughter in a wheelchair. This sort of thing is an objective
         | good.
         | 
         | The problem with their games is in being such big tent trying
         | to appeal to everyone (note I'm not talking about
         | accessibility, which is a totally different axis), they feel
         | too smoothed out and have very little interesting to say, and
         | their games just aren't that much fun.
         | 
         | It reminds me of that article posted on HN the other day saying
         | that often our weaknesses and strengths are two sides of the
         | same coin.
        
           | gambiting wrote:
           | Ubisoft is a huge corporation(I used to work there) - there
           | are projects which are money makers and which have to be
           | smoothed out and appeal to the largest possible group of
           | people, but there is still a crazy amount of creativity
           | happening in various corners of the company. For every
           | Assassin's Creed there are 10 projects being worked on out of
           | which maybe 1 will actually come out - generally if you can
           | pitch an idea within your studio there is a good chance you
           | will get internal funding for 6-12 months to work on it with
           | a small group of other people. Passing other milestones on
           | the way to release is much harder, but this kind of "work on
           | anything and see if it works" approach is very much
           | encouraged. OddBallers and RollerChampions being probably
           | some of the better examples lately, and Grow Home much
           | earlier.
        
           | kjkjadksj wrote:
           | With the popularity of indie games I wonder why publishers
           | don't just try and buy out hundreds of these small devs under
           | their shop. And I'm not talking like how when ea buys dice
           | and ruins dice. That is the whole problem. Total autonomy
           | should be offered. The publisher should exist solely as a
           | balancer of budgets: skim profit when sales happen to pay for
           | shops when dev work before a sale is to be done. No different
           | than say a city department paying into the general fund and
           | other department supported by the general fund.
        
             | SXX wrote:
             | Publishers that want to work with indie studios are already
             | accepting 100s of pitches and choose 0.1% they like. If a
             | big publisher will buy a lot of small indie studios you'll
             | soon see titles in a press like "{PUBLISHERNAME} force
             | developers to live on ramen and work 12 / 6".
             | 
             | Simply because working on very tight budget likely 12/6 is
             | how indie games are made. And to be honest in modern
             | economy having any budget at all is kind a success already.
             | So I'd belive most of small games are built on enthusiasm
             | and founders own money.
             | 
             | Vast majority of "indie" games budgets are in range of
             | $100,000 and $300,000 total. Over that amount there is gap
             | where no one invest except few rich, successful and picky
             | publishers. Getting more funding for a small-scale project
             | is extremely hard so if your game needs more then it's must
             | be AA project for at least $2,000,000+ budget. But AA+
             | means $40+ price tag, completely different production
             | quality and large team so very few kind of games fit the
             | math.
             | 
             | PS: I co-founder of a small gamedev studio and I know quite
             | a few other people in this industry.
             | 
             | PSS: I'm happy to be wrong though. So if you know how to
             | get game funded I have 4 cool playable prototypes to build
             | into a game, team of 10+ devs and we track record for 3
             | released titles including one for consoles.
        
             | teamonkey wrote:
             | The short answer is that for a company like Ubisoft or EA,
             | big blockbusters are much more reliable and more profitable
             | than indie games. Not that smaller games can't do amazingly
             | well, but most don't make a profit, and the risk doesn't
             | justify the expenditure for that kind of company.
             | 
             | Also, like another poster mentioned, there already exists a
             | host of creativity in these AAA companies, that's not the
             | problem. The problem is making something that will reliably
             | keep the company in the black.
        
           | ryandrake wrote:
           | Accessibility typically doesn't cost much. With many modern
           | OS UI frameworks, you get it for free _as long as you don 't
           | go out of your way to customize shit that you probably
           | shouldn't be customizing in the first place_. If you stick to
           | standard controls and not try to use crazy ways to override
           | user preferences, your application should be accessible to
           | things like screen readers mostly out of the box.
        
             | Etheryte wrote:
             | As with most things, this is an issue of education and
             | awareness. It's not that most developers intentionally
             | break accessibility, but rather that a very large number of
             | developers simply don't even know it's an issue, let alone
             | something that they should keep in mind.
        
             | GuB-42 wrote:
             | "customizing shit that you probably shouldn't be
             | customizing" is kind of a standard in video games.
             | 
             | Video games are not meant do be productive, they are meant
             | to be fun, and standardization is boring. It means that
             | they can't completely rely on OS frameworks to make an
             | appealing game, it means that accessibility needs first
             | hand consideration.
        
         | AdmiralAsshat wrote:
         | Glad they're open-sourcing it, since "Accessibility" falls
         | under the umbrella of the dreaded "DEI", which means we can
         | expect to see any government-funding for it dry up.
        
           | natebc wrote:
           | Luckily Ubisoft is (mostly) European so it should avoid the
           | events in the US. I'm sure the the anti-progressives will
           | eventually start making headway in Europe but so far the
           | Continent at least seems to have stayed sane. I could be
           | wrong about this but i don't _think_ I 've seen the slept
           | agenda being pushed anywhere other than the U.K.
        
             | darkwater wrote:
             | > I've seen the slept agenda
             | 
             | "Slept" as the opposite of "woke", right? This is genius!
             | Is something actually used by more people?
        
               | brookst wrote:
               | Well, one more as of now
        
             | rafaelmn wrote:
             | >Hungary passes constitutional amendment to ban LGBTQ+
             | gatherings
             | 
             | Just the first one that comes to mind.
        
               | BrandoElFollito wrote:
               | The Hungarian government is insane. The Polish ones used
               | to be as well but after the elections it is normal again.
               | There is also Ireland with their abortion laws that are
               | backwards.
               | 
               | Other than that we are sane, Hungary+Ireland is not that
               | much
        
             | miki123211 wrote:
             | (continental) Europe never really had much of a push in
             | that direction, though.
             | 
             | The whole concept of DEI / woke is not much of a thing
             | outside the English-speaking world. Very small parts of it
             | (gender parities, a bit more transgender awareness, the
             | "transgender athletes in sports" kerfuffle) have leaked
             | through, but that's it. Where I live (Poland), most people,
             | even well-educated people, haven't ever heard of the
             | concept of specifying your pronouns.
        
         | nottorp wrote:
         | That's good, but it's sad that it's the only good thing that
         | can be said about them...
        
         | natebc wrote:
         | Microsoft is well up there too.
        
         | bmcahren wrote:
         | I'm pro-accessibility and have contributed privately to blind
         | developer initiatives. Unfortunately Ubisoft insists on
         | implement user-hostile accessibility that screams at the user
         | using voice-to-text when they open their games and is quite
         | difficult to get through even as an abled user.
         | 
         | How about Ubisoft work with Sony/Microsoft/Valve and get vision
         | and hearing disability implemented at the device level rather
         | than harassing abled users every new game which I'm sure
         | through this frustration is contributing in some small way to
         | these anti-intellectual movements against accessibility.
        
       | charcircuit wrote:
       | This seems overly complex. Why require input passthrough?
       | 
       | It seems simpler to make an OBS plugin that way you are able to
       | reuse a lot of work that already exists for game capture and post
       | processing.
        
         | 6SixTy wrote:
         | I would assume that most of the code is the way it is because
         | "helping users flag accessibility concerns in real-time" in the
         | about implies that they are play testing games using Chroma on
         | top. Using OBS for this would require insane bitrate and tight
         | latency restraints that do not sound very achievable.
         | 
         | Also, at no point does it look like they are actually recording
         | anything. Just screenshots.
        
           | charcircuit wrote:
           | I never mentioned recording or streaming. You can have OBS
           | preview a scene with filters. Plenty of streamers have played
           | games via an OBS preview.
        
       | maxnoe wrote:
       | Not for gaming, but this was developed for checking plots:
       | https://github.com/hdembinski/monolens
       | 
       | And works cross platform.
        
       | fidotron wrote:
       | Does anyone have any insight into how tools for simulating color
       | blindness would fit into workflows?
       | 
       | For example, in this case presumably the QA team play in
       | different modes and provide feedback about things which aren't
       | going to work, but that is a very different universe than web or
       | mobile app design.
        
         | nemomarx wrote:
         | could you use it during user validation testing? see if they
         | can distinguish buttons etc?
        
           | AlotOfReading wrote:
           | Most colorblind people are so-called "anamolous trichromats"
           | who have 3 functioning color channels, but one or more has
           | some kind of deficiency. Instead of being completely unable
           | to distinguish UI elements, they might simply take longer at
           | it, or more likely to spend 10 extra minutes hunting for the
           | red key the boss dropped in the grass.
           | 
           | That's more subtle to test.
        
             | bongodongobob wrote:
             | Yep, exactly. I know cardinals are red and they look
             | obviously red to me. Hard as hell for me to spot one in a
             | tree though, this was the first sign when I was a kid.
             | "What do you mean you can't see it!?"
        
               | brookst wrote:
               | I still remember by my surprise somewhere around age 15
               | when I learned that other people could tell a dead tree
               | from a live one just be color.
        
               | david-gpu wrote:
               | _> I know cardinals are red and they look obviously red
               | to me. Hard as hell for me to spot one in a tree though_
               | 
               | Does it mean that trees also look reddish to you?
               | 
               | I don't understand how cardinals can look "obviously red"
               | and still blend in with the foliage, which average people
               | would consider "obviously green". My mental model for
               | red-green color blindness is that most reds and most
               | greens are hard to tell apart because they largely look
               | like shades of yellow.
        
               | bobthepanda wrote:
               | At least for me (I am red green colorblind), I have the
               | mental model to help me know culturally what is "red" (an
               | apple) and what is "green" (a pine tree) but I start
               | having issues the moment red and green start appearing
               | _next_ to each other in which case they just look like
               | muddy different shades if I squint very hard.
               | 
               | It is hard to explain because much of our modern signage
               | and whatnot has been designed with colorblindness in
               | mind; most "green" traffic lights, for example, are
               | green-whitish specifically to address colorblindness. But
               | not all of it; when I used to work in IT (as in literal
               | computer diagnostics) it was pretty impossible for me to
               | ascertain any particular diagnostic light.
        
               | refulgentis wrote:
               | I've done work that, for better or worse, required
               | creating a color space.
               | 
               | It to enable dynamically generated UI palettes that
               | _also_ were numerically verifiable as accessible.
               | 
               | The way I model color blindness for a quick & cheap
               | heuristic is, remove all hue-ness and saturation-ness.
               | i.e. make the scene black and white.
               | 
               | That elides the exact compression in hue that is
               | experienced by an actual individual (i.e. is it _just_
               | red on green that 's a problem? tetrachromate or x or y
               | or z? at what severity (this is ~unmeasurable)) and
               | leaves you with the raw problem, that there isn't
               | sufficient contrast between the two colors.
               | 
               | Even though this elides information about the
               | individual's exact experience, it is crucial for how to
               | think about color, because _even if color blindness didn
               | 't exist, it still would affect all of us_
               | 
               | A cheap example of that is #FF0 text on a white
               | background. Yellow is absurdly close to white (IIRC 97 L*
               | versus 100 L*), so you can never quite focus on the
               | yellow, it feels like its slippery and you get a headache
               | trying to read.
               | 
               | (w/the tree x cardinal example, red is ~43? L*. A natural
               | green w/o an absurd sunlight behind it would be somewhere
               | around 55 L*. You want about 40 L* for good contrast,
               | here we have ~10 L*, and once you lose the hue/saturation
               | delta due to color blindness, it's quite difficult for
               | the bird to "jump out", as it were. you could still find
               | it scanning)
        
               | AlotOfReading wrote:
               | Brains are complicated. Speaking about the more common
               | deutan trichromancy (protan has a characteristic dimming
               | of reds such that "same luminance" colors are visually
               | different brightnesses), for me red and green are still
               | separate and distinguishable parts of the spectrum, both
               | again separate from the yellows and oranges. What happens
               | is that red is not "visually obvious", in the sense that
               | the sense that I register it subconsciously.
               | 
               | Here's an example photo I took in a tulip field with
               | spots of emerging red flowers in a sea of green:
               | https://i.imgur.com/44VRERI.jpeg
               | 
               | I can see the flowers if I look at them, but if I hold
               | the picture in my peripheral vision away from my focal
               | center, I don't register the spots of red in the back of
               | the field.
               | 
               | What tends to happen with anamolous trichromats is that
               | the brain compensates in a bunch of different ways.
               | Lightness contrast sensitivity goes up, color contrast
               | sensitivity goes up, and your brain "alters" the
               | perceived colors closer to what a color normal person
               | would perceive. The brain is _mostly_ able to compensate
               | for the reduced functionality to the point where you
               | might not even know you 're colorblind until you do color
               | matching tests. This doesn't fix everything though, and
               | this happens to be a common weakness for deutans.
        
       | Pet_Ant wrote:
       | I have used Chromatic Vision Simulator on my iPhone with a camera
       | to check for colour-blind accessibility of board games.
       | 
       | https://apps.apple.com/us/app/chromatic-vision-simulator/id3...
       | 
       | It's free. I'm unaffiliated, just a happy user in the past.
        
       | ano-ther wrote:
       | Does anyone know a tool that assessed which type of
       | colorblindness you have? The tool here seems great, but when I
       | want to explain to people how I see colors, I don't know which
       | deficiency to choose.
        
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