[kovarex] [for 0.16] [0.15] Minimap color : we don't see accumulator

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fregate84
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[kovarex] [for 0.16] [0.15] Minimap color : we don't see accumulator

Post by fregate84 »

ScreenShot002.jpg
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On map view, we don't see the accumulator. they are grey as title.

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Re: [0.15] Minimap color : we don't see accumulator

Post by dee- »

In fact, they're not, although very close.
The accumulator grey is different (more reddish) than the concrete tile color (more greyish): you can see it in the upper red box you marked.

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Re: [0.15] Minimap color : we don't see accumulator

Post by credomane »

It is too similar. Cheaper LCDs (like mine) show them as the exact same color for much of the monitors rated viewing angle. Until you mentioned the red-ish part I thought it was missing in the original image too. Started moving my head around and found an angle that shows the "red" but now the other colors are off. :(

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Re: [0.15] Minimap color : we don't see accumulator

Post by Loewchen »

The case is clear, lets wait for the devs to decide.

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Re: [0.15][gfx] Minimap color : we don't see accumulator

Post by BlooSkies »

Monitor color calibration and reproduction is a "hobby" of mine.

There is a difference of about 10/255 between these shades as far as I can figure from this badly compressed JPG.
It's actually that the concrete is more blue and not that the accumulators are more red, but I digress.
On monitors that are set up correctly (e.g. don't have their color settings wrong), this difference should be visible, indeed, but regardless would suggest to the devs bumping that to around 16/255 at least.

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Re: [kovarex] [for 0.16] [0.15] Minimap color : we don't see accumulator

Post by kovarex »

Thanks for the report, I changed colors of few entities to make the more contrast and enhanced the tests, it not tests all tiles against all buildable entities/resources.

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Re: [0.15][gfx] Minimap color : we don't see accumulator

Post by slippycheeze »

BlooSkies wrote:
Wed Apr 26, 2017 5:13 pm
On monitors that are set up correctly (e.g. don't have their color settings wrong), this difference should be visible, indeed, but regardless would suggest to the devs bumping that to around 16/255 at least.
With well color managed monitors (as in, calibrated with a reasonable, low end consumer color calibration tool), I can barely make out blue-on-blue with 16/255 differences. Specifically, varying the blue channel only by that much lighter or darker is completely invisible to me. Vary only G, R, GB, RB, or RGB by that much and it has varying but barely sufficient visibility for color blocks, in easy viewing conditions.

I'm not color blind, but I do have relatively poor color differentiation. Ultimately I don't actually care - I never had any different experience, so I only know this is theoretically easier for others - but I'd suggest aiming for at least a 1.1 to 1 ratio contrast ratio for small block fill colors if you are shooting for accessibility.

I assume the ratios are standard, I used the web color contrast checker here, which agrees with the other web recommendations.

I can see a 1.02:1.00 ratio (16/255 delta, up or down) on the blue channel only, here, because I know what to look for and where it will be. I mostly can't on, eg, things like the game map.

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Re: [kovarex] [for 0.16] [0.15] Minimap color : we don't see accumulator

Post by yeahtoast »

I can barely see underground belts against dirt now:
20190725214248_1.jpg
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Re: [kovarex] [for 0.16] [0.15] Minimap color : we don't see accumulator

Post by DaveMcW »

yeahtoast wrote:
Fri Jul 26, 2019 4:44 am
I can barely see underground belts against dirt now
Is your monitor not configured to display blue?

The belts are blue=0.004, the dirt is blue=0.259

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Re: [kovarex] [for 0.16] [0.15] Minimap color : we don't see accumulator

Post by yeahtoast »

DaveMcW wrote:
Fri Jul 26, 2019 10:07 am
yeahtoast wrote:
Fri Jul 26, 2019 4:44 am
I can barely see underground belts against dirt now
Is your monitor not configured to display blue?

The belts are blue=0.004, the dirt is blue=0.259
Blue isn't the problem here, as you can see in the entities. The issue is that both the dirt's and belts' pixels have R and G values that are extremely close, while also having relatively insignificant B values. The new color looks good against grass and okay against concrete, but this particular tile is trouble (and happens to make up a large part of my latest factory) so it was immediately noticeable.

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