Hostiles are red, friendlies are green ( it's The GlobusDiablo Colour Scheme)

Are you having trouble reading that small orange print in VR?
Are other commanders hinting at your age and suggesting greener pastures?
Are you looking for a cure?


Well look no further! Without further ado, I give you:

The GlobusDiablo Colour Scheme (it's custom faded)




The reasoning behind the magic:
If the orange is too brash, why not try dialing it down a bit?...


Using the awesome tools by Dr. Kaii:

Hi,

I've made a new display switcher (many other functions)...


And Arkku:
http://arkku.com/elite/hud_editor/#theme_0.5_0_0_0_1_0_0_0_1


I simply dialed down the red in red from 1 to .5 (you can grab the settings straight from the link and insert in Dr. Kaiis launcher).

Also, depending on your gamma and dashboard brightness settings, try dialing them down a bit.

Giving you the original colours, custom faded. [yesnod]

Give it a go. :)
 
That's a good idea, never considered that although I get pretty readable text just from altering my gamma and dashboard brightness.

(Another good idea is to turn off bloom which really helped for me).
 
Bloom affects the HUD? I didn't know that. But I turned it off long ago because of the glare from the environment lights. :)

Seemed to help for me, although at the time I was changing a lot of things so now you've questioned it I'm wondering if it was all in my head haha.
I'll check again tonight and see if it helps or not.
 
Yeah, I did something similar - desaturated. But I didn't like the greenish orange, so I boosted the blue. I also put some red back in because it was originally too faded. And that was back on the monitor, and I haven't looked at again since getting the Rift. Maybe I should. :rolleyes:

<MatrixRed> 0.75, 0, 0 </MatrixRed>
<MatrixGreen> 0, 1, 0.25 </MatrixGreen>
<MatrixBlue> 0, 0, 1 </MatrixBlue>

I'm still not happy, though. It looks like the colors are all tied together to save some coding (or something), so I doubt they will ever change it.
 
Yeah, I did something similar - desaturated. But I didn't like the greenish orange, so I boosted the blue. I also put some red back in because it was originally too faded. And that was back on the monitor, and I haven't looked at again since getting the Rift. Maybe I should. :rolleyes:

<MatrixRed> 0.75, 0, 0 </MatrixRed>
<MatrixGreen> 0, 1, 0.25 </MatrixGreen>
<MatrixBlue> 0, 0, 1 </MatrixBlue>

I'm still not happy, though. It looks like the colors are all tied together to save some coding (or something), so I doubt they will ever change it.

Yeah, I'm coming to the conclusion that the main problem is colour bleeding. Colour settings that look fine on a 2D monitor bleed too much on VR tech. I suppose it's primarily related to having the screen an inch from your face with a fresnel lense between... :)

Maybe FD should take an extra look at toning down colour setting for HMDs to minimize the bleeding.
 
Yeah, I'm coming to the conclusion that the main problem is colour bleeding. Colour settings that look fine on a 2D monitor bleed too much on VR tech. I suppose it's primarily related to having the screen an inch from your face with a fresnel lense between... :)

Maybe FD should take an extra look at toning down colour setting for HMDs to minimize the bleeding.

Better still would be for FD to finally implement full colour separation for all the HUD elements so you could have the HUD green (optimal for VR) but all the other HUD elements as they should be (red for foe, green for friendly, etc).

Come on FD! We've been waiting for this since the original alpha!
 
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