TL;DR: Add a pre-game warning for photosensitive epilepsy
@DigiDuncan showed the progress on lights and shaders over screen-share. It was amazing, but the flashing lights immediately raised a concern about epilepsy.
For the shader-based approach, it seems like filtering out 12-15HZ flashes may be important, especially in the red band [1]. I'm not sure how to implement that, especially on the GPU side. I know @DragonMoffon mentioned GPU-side FFTs, so maybe it's worth finding or implementing something which operates on a downscaled screen representation to save VRAM?
Note that certain patterns may also affect individuals more or less:
Certain individuals are born with special sensitivity to flashing lights or contrasting visual patterns, such as stripes, grids and checkerboards. Because of this condition, their brain will produce seizure-like discharges when exposed to this type of visual stimulation.
This means that even flat texture-rendering modes for accessibility may cause problems if they flicker. [2] Given that the game is real-time, this presents complexity.
Works Cited (Skipping APA because this is GitHub):
TL;DR: Add a pre-game warning for photosensitive epilepsy
@DigiDuncan showed the progress on lights and shaders over screen-share. It was amazing, but the flashing lights immediately raised a concern about epilepsy.
There are two options that come to mind:
For the shader-based approach, it seems like filtering out 12-15HZ flashes may be important, especially in the red band [1]. I'm not sure how to implement that, especially on the GPU side. I know @DragonMoffon mentioned GPU-side FFTs, so maybe it's worth finding or implementing something which operates on a downscaled screen representation to save VRAM?
Note that certain patterns may also affect individuals more or less:
This means that even flat texture-rendering modes for accessibility may cause problems if they flicker. [2] Given that the game is real-time, this presents complexity.
Works Cited (Skipping APA because this is GitHub):