Gaming With Low Vision: Settings, Tools and Tips That Actually Help
"Low vision" covers a lot of ground. The National Eye Institute defines it as a vision problem that makes everyday activities hard and "can't be fixed with glasses, contact lenses, or other standard treatments", and it lists several kinds: central vision loss, peripheral vision loss, night blindness, and blurry or hazy vision. Add reduced contrast sensitivity and light sensitivity to that, plus conditions that drift from one day to the next. No wonder so many low-vision gamers fall through the cracks. A "blind mode" assumes you see nothing. Default settings assume you see everything. Most people need something in between.
This guide rounds up the settings and tools that genuinely help with gaming with low vision, plus a few habits that spare your eyes on long nights. I've got a personal stake here. I built EchoQuest to be played by ear, but I never wanted it to be ears-only. Lots of people like to read along in big type or glance at their HP between scenes, so the screen has to be kind to them too.
Start With Your Display
Size and Distance
- Sit closer or use a larger screen. It's simple, and it works. Your parents' warning was a myth, by the way: the American Academy of Ophthalmology (AAO) says sitting too close to a TV "will not damage your eyes but it may cause eyestrain". So get as close as feels comfortable, and take breaks.
- Use your OS scaling before you start fiddling with individual games. On Windows, that's Settings > System > Display > Scale, or Settings > Accessibility > Text size if you only want bigger words. On a Mac, choose a lower resolution in System Settings > Displays, or drag the Text size slider under Accessibility > Display. iPhones have Display Zoom and Text Size under Display & Brightness, and Android has Font size and Display size.
- Browser zoom works for web games: Ctrl and + on Windows, ⌘ and + on a Mac. Good ones reflow instead of breaking. In fact, the W3C's accessibility guidelines expect a page to work at a width of 320 CSS pixels, which is what a 1280-pixel-wide browser looks like at 400% zoom, without making you scroll sideways to read a line.
Contrast and Colour
- High-contrast modes at OS level can help, although some games ignore them. Windows calls them Contrast themes (Aquatic, Desert, Dusk and Night sky). On a Mac it's Increase contrast, under Accessibility > Display, and iPhones have Increase Contrast under Display & Text Size.
- Dark mode cuts glare for light-sensitive players. Others read far better on a light background. Test both, honestly, because your eyes get the final vote. Which camp are you in?
- Colour filters are built into Windows, macOS, iOS and Android, and they can boost contrast or adjust for colour vision differences. On a Mac, the filter types are Grayscale, Red/Green, Green/Red, Blue/Yellow and Color Tint. Android calls its version colour correction.
- Warm up the screen in the evening if eye fatigue creeps in. Windows has Night light, and Apple has Night Shift on the Mac and the iPhone. One honest caveat, though. The AAO says "there is no scientific evidence that blue light from digital devices causes damage to your eye", and it tells people to skip blue-light glasses for lack of evidence. Its real concern is sleep. So use warm modes because they feel nicer at night, not because they'll rescue your retinas.
Brightness and Glare
- Match screen brightness to the lighting in your room. That one comes straight from the AAO's screen-use tips: "Adjust your screen brightness to match the level of light around you."
- Use a matte screen protector if reflections are a problem. The same AAO page suggests a matte screen filter to cut glare.
Magnification Tools
- Windows Magnifier (Windows logo key and +), with full screen, lens and docked views. Ctrl+Alt+F, Ctrl+Alt+L and Ctrl+Alt+D flip between them, and Ctrl+Alt+I inverts the colours on the fly.
- macOS Zoom (System Settings > Accessibility > Zoom), in a Full Screen, Split Screen or Picture-in-Picture style. Its handy sibling, Hover Text, sits under Accessibility > Hover Text: point at some text, hold Command, and a large copy pops up.
- iOS and Android magnification gestures. On an iPhone, switch on Zoom and double-tap with three fingers. On Android, turn on the Magnification shortcut, then triple-tap the screen or tap the accessibility button.
- Third-party magnifiers with smoothing and colour enhancement, such as Freedom Scientific's ZoomText or Dolphin's SuperNova, which magnifies from 1.2 up to 64 times and comes with 24 colour schemes designed to reduce glare.
Magnification works best in turn-based and text games. It's hard going in fast action games, where you need the whole screen at once. Even Microsoft's game accessibility guidelines state that platform magnification tools "aren't an appropriate mitigation for small text size". Put simply, a game with tiny text has a problem, and it isn't your eyes.
In-Game Settings to Look For
- UI scale separate from text size
- Subtitle size, background and colour
- Outline or highlight modes for enemies and interactive objects
- Camera shake, motion blur and depth of field toggles (turn them off)
- Field of view adjustment
- Audio cues that back up visual information
The Last of Us Part II is still the benchmark I point people to. It shipped with more than 60 accessibility settings, including a High Contrast Display that mutes the scenery and paints allies, enemies, items and interactive objects in distinct colours. There's a Large HUD scale too, and separate sliders for camera shake and motion blur.
Subtitles deserve a closer look. Microsoft's Xbox Accessibility Guideline 104 says players should be able to put a solid background behind subtitle text and choose its colour, and it gives a lovely example of why: "white text presented over light desert sand looks virtually invisible to the player." The same guidelines ask for text that scales to at least 200% of the default minimum. If a game you love skips those, I'd say a polite note to the studio is fair game.
Let Your Ears Do Some of the Work
One of the most effective strategies is to shift load from your eyes to your ears:
- Turn on screen narration for menus and text (on Windows, Narrator starts with Windows key + Ctrl + Enter)
- Use audio cues for navigation and events
- Choose audio-first games for long sessions
Games designed around audio, like EchoQuest, let you play as much or as little by sight as you like. Read along in large text while you're fresh, then close your eyes and just listen once they start to tire. Switching back and forth is completely fine.
Getting the "just listen" half right took more fiddling than I expected, I'll admit. Back in May I found that the premium voices went squeaky whenever you sped up playback, so I fixed it and the pitch now holds steady at any speed. The [ and ] keys nudge the speed mid-scene, and if a line slips past you, R replays it. Then on October 2 I made the narration start speaking while the GM's reply is still being written, so you're no longer staring at the screen waiting for something to happen. For low-vision players, every second you aren't squinting at an empty screen counts.
Reduce Eye Strain
- The 20-20-20 rule: every 20 minutes, look at something 20 feet away for 20 seconds. That's the AAO's own advice for digital eye strain, and it adds that eye strain "does not cause lasting damage and is easily preventable."
- Blink on purpose. Concentration cuts your blink rate. The AAO notes we normally blink about 15 times a minute, but only about 5 to 7 times a minute on screens.
- Play in shorter sessions on high-fatigue days.
- Switch to audio mode when your eyes need a break but you still want to keep playing.
Choosing Games That Work for Low Vision
| Game type | Low-vision friendliness | Why |
|---|---|---|
| Audio RPGs / interactive fiction | Excellent | Text is scalable, and audio does the heavy lifting |
| Turn-based strategy | Good | No time pressure, so you can zoom and inspect |
| Card and board games | Good | High contrast, discrete state |
| Puzzle games | Varies | Depends on how much they lean on colour and fine detail |
| Fast shooters | Hard | Small targets, fast motion |
If I had to bet on one row, it's the top one. Text you can enlarge and a voice that carries the story is about as forgiving as gaming gets. Turn-based games come a close second, simply because nothing punishes you for taking your time.
EchoQuest's Low-Vision Features
First, a confession. Until earlier this month, EchoQuest's light, high-contrast and large-text styles sat in the stylesheet with nothing to switch them on. On October 3 I finally built a proper Display & accessibility settings page, plus a tiny script that applies your choices before the page first paints, so a light-theme player doesn't get a flash of dark screen first. The same day, I went hunting for places where contrast had slipped, and found hover states that put light text on the accent colour at roughly 2.8:1, plus two little white-on-green labels under 2:1. For comparison, WCAG asks for at least 4.5:1 for normal text. Those are fixed now. It was humbling, and frankly overdue.
Here's what you get today:
- Large text, which makes all text and controls 25% bigger
- High contrast: white text on a pure black background with yellow highlights. It overrides whichever theme you picked
- A light theme, a dark one, or "Match my device" if you'd rather your system decide
- Browser zoom support. Most of the interface is sized in relative units, so zooming enlarges it instead of chopping it off, and Large text stacks on top. If anything breaks when you zoom in, I want to hear about it
- Reduced-motion mode, which turns off animations and the pauses between scene transitions
- Narration of every scene, so reading is optional. There's an audio-only mode as well, which skips the visual scene transitions altogether
- No time limits, so you can read at your own pace. The GM simply waits for you
- Keyboard shortcuts, so you don't have to hunt for small buttons. L tells you where you are, S reads your status, I lists your inventory, and the number keys pick a choice
Two smaller details matter more than they look. If your device already tells the browser you want more contrast or less motion, EchoQuest honours that even when its own switch is off. Also, these settings are saved on the device where you set them. That means a quick trip to the settings page on each phone or computer you play on.
For wider context, see Accessible Video Games: A Checklist for Blind and Low-Vision Gamers.
A Note on Changing Vision
If your vision has changed recently, gaming can feel maddening, as though something you loved has been snatched away. It hasn't. It may just look (and sound) different now. And you're far from alone. The NEI points out that low vision is more common in older adults, because so many of the diseases behind it are.
I'll go a step further than "you can adapt". For story games especially, I think listening is often the better way to play, because your imagination does the set design and your eyes get the night off. My bet is that plenty of players who come to audio-first games out of necessity end up keeping them as a favourite rather than a compromise. What's the one setting you'd never play without?