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Goal

Provide enough contrast between visual elements and their backgrounds so those elements can be interpreted by players with low vision.

Overview

Around 2.9 billion people have low vision. Default UI often lacks sufficient contrast between foreground and background, which excludes players with low vision or color-vision deficiencies from perceiving and using those elements. Losing a mini-map, HUD meter, or targeting reticle to weak contrast means losing gameplay itself. A contrast ratio compares the luminance of a foreground element to its background. Higher ratios are more visible — but some players with cognitive disabilities find very-high-contrast UIs harder to read, so configurable contrast is the goal.

Scoping questions

Are these visible against their background?
  • Text in menu UIs
  • HUD elements (health, text, mini-map)
  • Key gameplay elements (targeting icons against varying game backgrounds)

Where contrast matters

Text

See XAG 101: Text display for where text appears in games. All of the following need contrast checked:
  • Menu UI text
  • Text during active gameplay
  • Party-chat input, placeholders, and messages
  • Subtitles and captions
  • Loading-screen tips
  • Error, toast, and notification text

Non-text visual elements

  • Directional damage indicators and targeting reticles
  • HUD elements (health, mini-map, quest markers)
  • Buttons, sliders, and other controls
  • Symbols and glyphs
  • Character and platform outlines
  • Images that contain key information
Red and green together commonly fail for players with common colorblindness. Pair color with shape / text as well — see XAG 103.

How to measure contrast

Use:

General ways to improve contrast

  • Allow players to put a solid background behind on-screen text, and adjust its opacity.
  • Offer color options for on-screen text and HUD elements.
  • Support a high-contrast mode.
  • Add borders / outlines around text and characters.

Implementation guidelines

Minimum contrast ratios

What counts as “large-scale”

Scale linearly as DPI increases.

Additional rules

  • High-contrast mode. Provide light and/or dark high-contrast mode. When enabled, contrast against background is ≥ 7:1 for all UI elements. High-contrast mode should:
    • Increase visibility of important elements
    • Increase visual separation between different important elements
    • Increase visual separation between important and unimportant elements
  • Non-solid backgrounds. Measure text contrast against the lowest-contrasting part of a non-solid background.
  • Follow system settings. Where available, read platform-provided contrast settings at launch and adjust the game UI accordingly.
  • Player-configured colors. Foreground and background text colors can be set by the player.
  • Don’t rely on color alone. When color must be used for information, offer player-selectable colors for key game elements.
  • Images should not contain text. Except logotypes — text must be its own UI element that can be styled and read by screen readers.
  • Logotypes have no minimum contrast requirement.
  • Purely decorative elements have no contrast requirement.
  • Inactive-element text must still meet the 3:1 minimum (e.g. locked “Bundle only” overlays, disabled options).

Potential player impact

Resources

Last modified on August 3, 2026