Second key feature listed in the repo:

> Work on all games. No dependency on any specific game or engine.

So your solution isn't an alternative here since it requires modifying the engine/game code.

With something like Reshade shaders can be injected into any game without modifying any engine / game code. Would work much like this tool from Ubisoft.

> can be injected into any game without modifying any engine / game code

This sentence is an oxymoron...

Once you inject code, you have modified the original code. That isn't always possible or desired.

If you take 2 minutes to read the user guide of both softwares, the difference is obvious.

Reshade requires you to select the game executable and inject tools into the executable. It is specifically built to be compatible with all the major graphics drivers.

Chroma does not require you to point to the game and seems sit on top of the whole screen. I assume it just captures the screen and applies transformations to it at the surface level.

> If you take 2 minutes to read the user guide of both softwares, the difference is obvious.

> Reshade requires you to select the game executable and inject tools into the executable

> Chroma does not require you to point to the game

Did we read the same user guide? As per Chroma's:

> Right-click on the Chroma window to get the menu list of all applications which are running on the PC.

> Select the application which you want to capture from the menu list

You're right the implementation is different. Reshade injects itself into a games rendering pipeline, while Chroma seems to read the screen (or a window, I can't really tell from the code) and create a window which shows a region of the screen with the shader applied.

In both scenarios a QA person could work with a generated build of the game and apply colorblind shaders on top of it, without having to ask a dev to add 'colorblind testing mode'.

But what does that give me? Why would I need to simulate color blindness in an already released title? In my opinion that's simply a developer tool.

What would've been more useful here would be a color blindness compensation filter, but IIRC there are already tools that can do just that for the whole screen.

Simple example: you want to develop a game and are looking for example implementations of specific mechanics or UI elements. You go through existing titles, and exclude those that use implementations that don't work well for colorblind people.

It's not hard to come up with more examples.

QA works off of builds, not a Unity project. So you could apply this tool on test builds of a game for QA to reveiw without having to ask dev to add 'colorblind testing mode'. That then means the QA team could instantly use this on all titles past and present without needing additional code. Seems like an obvious win.