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Colors and different Displays

Discussion in 'General Graphics' started by BTStone, Dec 28, 2014.

  1. BTStone

    BTStone

    Joined:
    Mar 10, 2012
    Posts:
    1,416
    Hey there.

    I am working on a 2D which targets different devices (PC/Mac/Linux and different mobile devices).
    I am not quite sure how to handle the colors of our sprite-assets, since the colors look different on each display.
    On a PC-Monitor the green treetop looks a little bit darkish, on an Android-Device it looks more saturated and so on.

    I know there are so many reasons why colors look different: Different types of screens (AMOLED, LED, LCD etc.), calibration and so on.

    I wanted to ask you guys how you handle the colors of your textures/sprites on different displays. I would like to know "best practices".
    I think it's weird to ask the player: "Please calibrate your Monitor/Device before playing", and I think it's tons of work to make a seperate
    version of a sprite for each device ever out there, kind of an Herculean task.
    How did/do you guys tackle this problem? Should I even care about that or should I just stick to a color and "hope" that it would look good on different
    displays, since I can't test it anyway.
     
  2. Dolkar

    Dolkar

    Joined:
    Jun 8, 2013
    Posts:
    576
    You don't have to make separate versions of each texture or anything like that... a post process color correction should do the trick. If Unity's built-in one doesn't cut it for you, I guess you could give Mood Machine a try.
     
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  3. BTStone

    BTStone

    Joined:
    Mar 10, 2012
    Posts:
    1,416
    Ah, yes, thank you for the suggestion! That's a great plugin!
    I guess you imply that I use Mood Machine/Color Grading the way that the player can "calibrate" the colors, right?
    I mean I can't setup "color profiles" for every display (Monitors, TVs, Mobile Displays) out there.
     
  4. Dolkar

    Dolkar

    Joined:
    Jun 8, 2013
    Posts:
    576
    Oh, right. Well, both Unity's and mine allow for runtime editing, that's not the issue, but... just out of curiosity, how do you expect the player to reliably calibrate the colors? You can calibrate brightness / gamma using methods like "move the slider until X is barely visible" or such, but I've never heard of doing the same for colors...
     
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  5. shaderop

    shaderop

    Joined:
    Nov 24, 2010
    Posts:
    942
    I believe that the best thing you can do is invest in a good monitor and a color calibration kit (I use a LaCie Blue Eye Pro), make sure your monitor is calibrated, and have your game look good on that. That's all you can practically do.
     
    Last edited: Dec 29, 2014
    BTStone likes this.
  6. BTStone

    BTStone

    Joined:
    Mar 10, 2012
    Posts:
    1,416
    Yeah, that's the question I'm asking myself, too...

    And as @shaderop posted, I think one can't do anything else but concentrate on one monitor, let the colors look good there and then hope for the best.