There is a common problem reading GUI text against bright backgrounds when the text is projected in free space (i.e. it isn't on a 'panel').
This is noticeable immediately upon entering the main menu -- the white text of the menu is unreadable against the white SRV.
A common way to solve this in real-world avionics displays is to provide a very thin halo around the edges of the text with a contrasting brightness. E.g. bright colored text would receive a very thin black 'halo' along the edges of a character. Done correctly (with good anti-aliasing), this is unobtrusive but greatly improves legibility when the text is viewed against variable-brightness backgrounds.
This applies both to the game menus (when against a splash screen image), and to in-game GUI elements that are free-floating elements. E.g. the pitch ladder and compass elements shown as a heads up display when in planetary flight mode.
This is noticeable immediately upon entering the main menu -- the white text of the menu is unreadable against the white SRV.
A common way to solve this in real-world avionics displays is to provide a very thin halo around the edges of the text with a contrasting brightness. E.g. bright colored text would receive a very thin black 'halo' along the edges of a character. Done correctly (with good anti-aliasing), this is unobtrusive but greatly improves legibility when the text is viewed against variable-brightness backgrounds.
This applies both to the game menus (when against a splash screen image), and to in-game GUI elements that are free-floating elements. E.g. the pitch ladder and compass elements shown as a heads up display when in planetary flight mode.