top of page

Gaming and color blindness: what types exist and what filters to use in video games to compensate

Illustration about color blindness in video games showing four comparison panels: normal vision, deuteranopia, tritanopia, and achromatopsia. Each panel highlights how colors, ally and enemy indicators, and in-game objects appear differently. In the foreground, a player holding a controller watches the gameplay scene.

Color blindness (more correctly , color vision deficiency ) isn't a unique condition: there are several variants, with very different impacts on how you perceive the UI, HUD, team indicators, item rarity, minimaps, and "color-only" signs. Understanding what type of deficit you have (or want to support in a game) is the first step to choosing truly useful filters and options , avoiding the classic "colorblind mode" that changes the palette slightly but doesn't solve the real problems.

Below: a clear overview of the main types of color blindness and a practical guide to the filters (system and in-game) and design choices that best compensate.



The main types of color blindness (and what changes in the game)


A) Red-green deficiency (the most common)

These are the ones that most often undermine competitive games and interfaces full of states (friend/enemy, ready/not ready, buff/debuff, rarity).

Deuteranomaly (weak green) This is one of the most common forms: some shades of green can appear more "reddish" or at least confused with reds/browns. It's often mild and doesn't hinder daily life, but in-game it can make markers, bars, and colored maps confusing.

Protanomaly (weak red) Red may appear more “green” and less bright : here the problem is not only chromatic confusion, but also readability (the red may “go out”).

Deuteranopia / Protanopia (strong red-green) In these forms, distinguishing red from green can become very difficult or impossible in many contexts. This is the case where the signals based on "green = ok / red = no" completely collapse.



B) Blue-yellow deficiency (rarer)

Tritanopia / Tritanomaly This is where blue and yellow (or some variants) get mixed up , resulting in strange effects on skies, blue markers, blue “rares,” etc. It’s less common, but when a game uses blue/yellow as an information pair (e.g., Team A vs. Team B), the impact is immediate.



C) Monochromatisms (very rare)

Achromatopsia and monochromatism are conditions in which color perception is extremely reduced or absent. In these cases, "protan/deutan/tritan" filters are often insufficient: non-color-based solutions (patterns, icons, text, contrasts, outlines) are needed. (They are rare, but when they do exist, they are game changers for accessibility.)



Filters and Options: What Really Works (and What Doesn't)

A) System filters: useful, but not miraculous

System-level filters change the colors of the entire console/OS. They're a great safety net when a game doesn't offer options, but they have limitations: they can alter mood/art, make some UIs overly saturated, and they don't resolve color-based cues without other visual differences.

PlayStation 5: “Color Correction”

On PS5, there's a Color Correction option with Enable Color Filter and a strength slider . It's a quick way to try color alternatives when a title lacks options. ( PlayStation )

Xbox: “Color filters”

Xbox offers adjustable color filters designed to make colors more distinguishable and applied to the console interface (with specific behaviors for what is altered). ( Xbox Support )

Windows 10/11: Color Filters (PC)

On Windows, there are filters for deuteranopia, protanopia, and tritanopia , which are especially useful for games without dedicated modes or to improve the readability of the launcher/UI. ( Microsoft Support )

Nintendo Switch: Basic Options (Invert/Grayscale)

The Switch doesn't offer (natively) protan/deutan/tritan filters, but it does include options like Invert Colors and Grayscale . These are more "rough" tools and are rarely the best solution for classic color blindness, but they can help in specific cases or in combination with in-game settings. ( Nintendo Support )


When to use system filters

  • If a game has no color accessibility option.

  • To quickly improve the readability of low-contrast UI/HUD.

  • As a “fallback” for older titles or lazy ports.


When to avoid them

  • If the game offers better in-game options (see below).

  • If they alter the art too much and reduce the contrast in dark scenes.

  • If the problem is “information conveyed only by color”: that’s where design is needed, not a filter.



B) In-game filters: better if done well

A good "Colorblind Mode" is n't just a global filter: it's a combination of UI choices and feedback. A concrete example: some titles implement Protanopia/Deuteranopia/Tritanopia presets with adjustable intensity and preview, so the user can calibrate based on their own perception. (A good practice: show the changes in real time.) ( Xbox Wire )

What to Look for in a Good “Colorblind” Menu

  • Separate presets (protan/deutan/tritan), not a single toggle.

  • Intensity slider .

  • Dedicated options for HUD and markers (not just “weirdest image”).

  • Customization of team colors, pings, rarities, crosshairs, outlines.

Mafia: Terra Madre accessibility settings screen showing subtitles, interface, and color blindness options, with deuteranopia, protanopia, and tritanopia selections.

The key point: don't use color as the only information

If there's one rule that's more important than any filter, it's this: don't rely on color alone to convey essential information . It's a best practice reiterated in the accessibility guidelines for video games: use color as a reinforcement, not as the only way.


Practical solutions that (really) work

Here are the “secret weapons” that are often worth more than filters:

  1. Icons, symbols, text

  2. “Enemy” doesn’t have to be just red: add an icon , arrow , tag or text (E / A / !).

  3. Item rarity: not just color, but edge shape , number of stars , pattern .

  4. Patterns and textures

  5. Status bars: Different lines / dots / dashes for different states.

  6. Map areas: distinct pattern fills.

  7. Outline and highlight

  8. Thicker outlines for important targets.

  9. Differentiated glow/outline (with pattern or shape), not just tint.

  10. Contrast and Luminance: Those with red (protan) deficiency may perceive red as darker: therefore, it is important to work on contrast and luminance , not just the hue. The guidelines also recommend checking contrast/readability using simulators.

  11. Personalization Where possible: allow the user to choose colors for:

  12. team A / team B

  13. ping and marker

  14. Minimap, Crosshair, and Hitmarker Customization almost always beats “one size fits all” presets.



Quick Guide for Gamers: What to Try in 10 Minutes

If you have color blindness (or suspect you do) and a game is “cheating” you on crucial information:

  1. Check the in-game options first

    - Search: “Colorblind”, “Accessibility”, “HUD”, “UI”, “Contrast”, “Outline”.

    - If there is a test/preview, use it.

  2. Then try the system filters

    - PS5: Color Correction + intensity. ( PlayStation )

    - Xbox: Color filters. ( Xbox Support )

    - Windows: Color filters for protan/deutan/tritan. ( Microsoft Support )

    - Switch: Grayscale/Invert (more drastic). ( Nintendo Support )

  3. If the issue is competitive (team colors / ping / minimap) Prioritize:

    - team color change

    - marker with symbols

    - outline and shape differencesGlobal filters are often not enough.



Checklist for devs and UI designers (real accessibility, not cosmetic)

If you're designing (or evaluating) a game's color accessibility, this checklist is a good starting point:

  • No essential information communicated by color alone . ( Game Accessibility Guidelines )

  • Separate presets: Protan / Deutan / Tritan + intensity .

  • Duplicate status indicators with icons/text/patterns .

  • Minimap and ping: different shapes, not just different colors.

  • Rarity/Quality: In addition to color, use borders, symbols, animations .

  • Test with simulators and contrast control (also for protan, where red may appear “darker”).

  • Saveable options for profiles/users.

  • Clear documentation in the menu: “what changes” and preview.



Conclusion: the best solution is (almost always) hybrid

Filters are useful, especially those integrated into consoles and operating systems, but true accessibility comes when a game:

  • does not “hide” information in the color,

  • offers sensible and adjustable presets,

  • and allows customization of HUD and indicators.


In other words: less global filtering, more robust design . This is how you really support protan/deutan/tritan… and even the rare cases where color is a channel too fragile to support itself.


Have you found a game with great (or terrible) colorblind options?

Tell us in the comments or email us: accessibility improves when people talk about it.

bottom of page