GamingVision

Making games accessible for visually impaired players

About

GamingVision is a Windows accessibility tool that uses computer vision and text-to-speech to make video games accessible to visually impaired players. The application detects UI elements in games using trained YOLO models, extracts text via OCR, and reads it aloud with configurable priority levels.

As a visually impaired gamer, I built this tool to solve my own accessibility challenges. Many games lack built-in screen reader support, making it difficult for players with low vision to read menus, inventory items, and in-game text. GamingVision bridges that gap.

This project evolved from my earlier Python-based "No Man's Access" tool, rebuilt from the ground up in C#/.NET 8 for better performance, easier distribution, and a proper Windows GUI.

GamingVision main application window showing game selection dropdown, Start Detection button, status panel displaying detection state and GPU info, and keyboard shortcuts reference including Alt+1 through Alt+5 and Alt+Q

Key Features

How It Works

GamingVision uses a three-tier detection system designed around how gamers actually interact with game UIs:

This approach lets you quickly navigate menus and only hear detailed information when you actually want it, rather than being overwhelmed with constant speech.

Visual Overlay

In addition to text-to-speech, GamingVision can highlight detected objects with high-contrast visual markers. This helps players with low vision quickly locate UI elements on screen.

GamingVision visual overlay showing a high-contrast black-bordered white box covering a waypoint marker in-game, making it easier to track navigation targets

This feature is in early development and may have performance trade-offs depending on your hardware.

Default Hotkeys

All hotkeys are configurable per game in the Game Settings panel.

Game Settings window showing capture method options, detection settings with confidence thresholds and auto-read cooldown sliders, voice configuration for primary, secondary, and tertiary tiers with voice selection and speech rate controls, and customizable hotkey assignments

Getting Started

Requirements

Application-wide settings like GPU acceleration and debug logging can be configured in the App Settings panel.

Application Settings window showing GPU acceleration toggle with detected graphics card info, and debugging options including enable logging checkbox with log file path

Quick Start

Adding Support for New Games

Each game requires its own YOLO model because every game has a unique UI design. Adding support for a new game means collecting screenshots and training a custom model.

Training Data Collection Tool

GamingVision includes a console-based tool for collecting training screenshots. While playing the game, press F1 to capture a screenshot. The tool saves images to a training_data folder. If a model already exists for the game, it will auto-label detected objects. Press Escape to exit.

Process for New Game Support

If you'd like to help add support for a game you play, reach out:

Why This Project Exists

The primary goal of GamingVision is to help visually impaired players enjoy games that would otherwise be inaccessible. But there's a bigger picture here.

This tool also serves as a demonstration for game developers. Everything GamingVision does through computer vision and external screen reading could be done far more effectively if built directly into games. Native accessibility features would be faster, more accurate, and wouldn't require players to run additional software.

If you're a game developer interested in making your game more accessible, I'd love to collaborate. The techniques used in GamingVision - tiered UI reading, configurable speech priorities, hotkey-triggered announcements - could all be implemented natively with much better results.

Community Contribution

You can help expand GamingVision's game support by collecting training data. The more games we have models for, the more players we can help.

Get In Touch

Interested in working together on game accessibility? Reach out: