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On systems connected with a composite, s-video or rf cable the color of the video signal is encoded using either NTSC or PAL. While NTSC and PAL has become synonymous with 60 and 50hz, the color encoding is independent of refresh rate, with the Dreamcast popularising "PAL-60" modes in PAL regions. Note that a RGB or component video signal is not inherently NTSC or PAL coded. When playing on an emulator, [[NTSC filters]] can be used to produce an image similar to playing on a TV. | On systems connected with a composite, s-video or rf cable the color of the video signal is encoded using either NTSC or PAL. While NTSC and PAL has become synonymous with 60 and 50hz, the color encoding is independent of refresh rate, with the Dreamcast popularising "PAL-60" modes in PAL regions. Note that a RGB or component video signal is not inherently NTSC or PAL coded. When playing on an emulator, [[NTSC filters]] can be used to produce an image similar to playing on a TV. | ||
− | SECAM is a third color standard but due to many of | + | SECAM is a third color standard but due to the many of countries that used it were [[wikipedia:Second World|Second World]] and [[wikipedia:Third World|Third World]] few consoles would use that format, and consoles and home computers released in France would often use RGB SCART cables instead. See this [[wikipedia:SECAM#Countries_and_territories_that_use_SECAM|Wikipedia article]] for a list of current and former SECAM countries |
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;Colorspaces | ;Colorspaces | ||
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==Consoles== | ==Consoles== | ||
===2D Consoles=== | ===2D Consoles=== | ||
− | ;2D consoles generally are consoles from the 2nd to 4th generation of video game consoles. | + | ;2D consoles generally are consoles from the 2nd to 4th generation of video game consoles, or fantasy consoles recreating the experience of them. |
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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|160×192<ref group=N name=one>This is a rough figure given for simplicity's sake. In reality, the Atari 2600 doesn't really output pixels, and it has no limits on the number of lines it can display. However, it did have a hard limit on the number of horizontal color clocks for drawing the picture (160), and most games only output 192 lines, hence the commonly given resolution of 160x192.</ref> | |160×192<ref group=N name=one>This is a rough figure given for simplicity's sake. In reality, the Atari 2600 doesn't really output pixels, and it has no limits on the number of lines it can display. However, it did have a hard limit on the number of horizontal color clocks for drawing the picture (160), and most games only output 192 lines, hence the commonly given resolution of 160x192.</ref> | ||
|128 (NTSC)/104 (PAL) colors, Color/Luminance | |128 (NTSC)/104 (PAL) colors, Color/Luminance | ||
− | |240p | + | |240p |
|59.922751013551 (NTSC), 49.860759671615 (PAL) | |59.922751013551 (NTSC), 49.860759671615 (PAL) | ||
|- | |- | ||
|[[Atari 7800 emulators|Atari 7800]] | |[[Atari 7800 emulators|Atari 7800]] | ||
− | |160×192, 320x192, 160x224, 320x224<ref group=N name=7800video>As with the Atari 2600, the vertical resolution is determined by the game, typically between 192 and 224</ref> | + | |160×192,320x192,160x224,320x224<ref group=N name=7800video>As with the Atari 2600, the vertical resolution is determined by the game, typically between 192 and 224</ref> |
|256 colors, Color/Luminance | |256 colors, Color/Luminance | ||
− | |240p | + | |240p |
|60 (NTSC), 50 (PAL)<ref group=N name=five>Preliminary or approximate value.</ref> | |60 (NTSC), 50 (PAL)<ref group=N name=five>Preliminary or approximate value.</ref> | ||
|- | |- | ||
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|160×192 | |160×192 | ||
|16 colors | |16 colors | ||
− | |240p | + | |240p |
|60 (NTSC), 50 (PAL)<ref group=N name=five></ref> | |60 (NTSC), 50 (PAL)<ref group=N name=five></ref> | ||
|- | |- | ||
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|256×240 | |256×240 | ||
|52 colors, Color/Luminance<ref group=N name=nes>The NES has a 6-bit palette, but not all of the 64 possible entries maps to unique colors.</ref> | |52 colors, Color/Luminance<ref group=N name=nes>The NES has a 6-bit palette, but not all of the 64 possible entries maps to unique colors.</ref> | ||
− | |240p | + | |240p |
|60.098813897441 (NTSC), 50.006978908189 (PAL) | |60.098813897441 (NTSC), 50.006978908189 (PAL) | ||
|- | |- | ||
|[[Master System emulators|Sega Master System]] | |[[Master System emulators|Sega Master System]] | ||
− | |256×192, 256×224, 256x240 (some PAL games) | + | |256×192, 256×224, 256x240 (some PAL games) |
|64 colors, RGB | |64 colors, RGB | ||
− | |240p | + | |240p |
|59.922751013551 (NTSC), 49.701460119948 (PAL) | |59.922751013551 (NTSC), 49.701460119948 (PAL) | ||
|- | |- | ||
|[[PC Engine (TurboGrafx-16) emulators|NEC PC Engine]] | |[[PC Engine (TurboGrafx-16) emulators|NEC PC Engine]] | ||
− | |256×224, 336x224, 512x224, 512x240 | + | |256×224,336x224,512x224,512x240 |
|512 colors, RGB | |512 colors, RGB | ||
|240p | |240p | ||
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|- | |- | ||
|[[Super Nintendo emulators|SNES]] | |[[Super Nintendo emulators|SNES]] | ||
− | | | + | |256×224p, 256×239p, 512×224p, 512×239p |
− | + | 512×448i, 512×478i | |
|15-bit, RGB | |15-bit, RGB | ||
|240p, 480i | |240p, 480i | ||
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320×448, 256×448, 320x480 (some PAL games), 256x480 (some PAL games) | 320×448, 256×448, 320x480 (some PAL games), 256x480 (some PAL games) | ||
|512 colors, RGB | |512 colors, RGB | ||
− | |240p, 480i | + | |240p, 480i |
|59.922751013551 (NTSC), 49.701460119948 (PAL) | |59.922751013551 (NTSC), 49.701460119948 (PAL) | ||
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|} | |} | ||
===3D Consoles=== | ===3D Consoles=== | ||
− | ;3D consoles generally are consoles from the 5th generation and later. | + | ;3D consoles generally are consoles from the 5th generation and later, or fantasy consoles recreating the experience of them. |
− | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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|- | |- | ||
|[[Nintendo 64 emulators|Nintendo 64]] | |[[Nintendo 64 emulators|Nintendo 64]] | ||
− | |320x200, 320x400, 320x240, 320x480 | + | |320x200, 320x400, 320x240, 320x480, 640×240, 640×480<ref group=O name=two>While N64 games ran at various resolutions internally, in practice the hardware's VI component always doubled the scale horizontally, and output in either 640x240p or 640x480i, though there is letterboxing at times.</ref> |
|15-bit/21-bit, RGB<ref group=O name=n64>The N64 can use either either 18-bit (15 bits of RGB and 3 bits of alpha) or 32-bit framebuffer, however the DAC is only capable of outputting 21-bit RGB</ref> | |15-bit/21-bit, RGB<ref group=O name=n64>The N64 can use either either 18-bit (15 bits of RGB and 3 bits of alpha) or 32-bit framebuffer, however the DAC is only capable of outputting 21-bit RGB</ref> | ||
− | |240p, 480i (NTSC) | + | |240p, 480i (NTSC), 576i (PAL) |
|60 (NTSC), 50 (PAL)<ref group=O name=five>Preliminary or approximate value.</ref> | |60 (NTSC), 50 (PAL)<ref group=O name=five>Preliminary or approximate value.</ref> | ||
|- | |- | ||
|[[Sega Saturn emulators|Sega Saturn]] | |[[Sega Saturn emulators|Sega Saturn]] | ||
− | | | + | |320×224p, 320×240p, 320×256p, 352×224p, 352×240p, 352×256p, 640×224p, 640×240p, 640×256p, 704x224p, 704×240p |
− | + | 320×448i, 320×480i, 320×512i, 352×448i, 320×480i, 352×512i, 640×448i, 640×480i, 640×512i, 704×448i, 704×480i, 704×512i | |
|15-bit/24-bit, RGB | |15-bit/24-bit, RGB | ||
− | |240p, 480i (NTSC), 480p | + | |240p, 480i (NTSC), 480p, 576i (PAL) |
|60 (NTSC), 50 (PAL)<ref group=O name=five></ref> | |60 (NTSC), 50 (PAL)<ref group=O name=five></ref> | ||
|- | |- | ||
|[[PlayStation emulators|PlayStation]] | |[[PlayStation emulators|PlayStation]] | ||
− | | | + | |256×224p, 256x240p, 320x224p, 320×240p, 368x224p, 368x240p, 512x224p, 512×240p, 640x224p, 640x240p, |
− | + | 256x448i, 256x480i, 320x448i, 320x480i, 368x448i, 368x480i, 512x448i, 512x480i, 640x448i, 640×480i, <ref group=O name=psxres>https://www.problemkaputt.de/psxspx-gpu-status-register.htm</ref> | |
+ | |||
+ | 256x448p, 256x480p, 320x448p, 320x480p, 368x448p, 368x480p, 512x448p, 512x480p, 640x448p, 640×480p, | ||
|16-bit/24-bit, RGB<ref group=O name=psx>The PSX can use a 16-bit or 24-bit framebuffer, however most of the GPU's commands can only render onto a 16-bit framebuffer</ref> | |16-bit/24-bit, RGB<ref group=O name=psx>The PSX can use a 16-bit or 24-bit framebuffer, however most of the GPU's commands can only render onto a 16-bit framebuffer</ref> | ||
− | |240p, 480i (NTSC), 480p, <ref group=O name=playstation>The PSX does support 480p mode if you use an RGB SCART (or VGA) cable, see [https://www.psxdev.net/forum/viewtopic.php?t=1352]</ref> | + | |240p, 480i (NTSC), 480p, <ref group=O name=playstation>The PSX does support 480p mode if you use an RGB SCART (or VGA) cable, see [https://www.psxdev.net/forum/viewtopic.php?t=1352]</ref> 576i (PAL) |
|59.940060138702 (NTSC), 50.00028192997 (PAL) | |59.940060138702 (NTSC), 50.00028192997 (PAL) | ||
|- | |- | ||
|[[PlayStation 2 emulators|PlayStation 2]] | |[[PlayStation 2 emulators|PlayStation 2]] | ||
− | |256x224, 256x240, | + | |256x192, 256x224, 256x240, 320x192, 320x224, 300x240, 320x200, 256x384, 320x240, 320x400, 320x480, 300x480, 400x240, 400x480, 640x200, 800x250, 800x240, 512x384, 512x192, 400x500, 600x480, 640x512, 640x240, 800x500, 640x400, 640×480, 800x480, 640x960 |
|24-bit, RGB | |24-bit, RGB | ||
− | |240p | + | |240p, 480i (NTSC), 480p, 576i (PAL), 576p, 720p, 960i (GSM Selector), 1080i (Gran Turismo 4) |
|59.94 (NTSC), 50 (PAL)<ref group=O name=five></ref> | |59.94 (NTSC), 50 (PAL)<ref group=O name=five></ref> | ||
|- | |- | ||
|[[Sega Dreamcast emulators|Sega Dreamcast]] | |[[Sega Dreamcast emulators|Sega Dreamcast]] | ||
− | |320x240 | + | |320x240, 640×480, 672x480, 544x608, 416x768, 384x864, 320x960 <ref group=O name=dc2>These are from the DreamHAL documentation, as a rule 1. the Dreamcast has a fixed pixel clock, adding more vertical lines or increasing the refresh rate will reduce the horizontal resolution, 2. if PowerVR is to be used, the resolution needs to be a multiple of 32 due to tiling</ref> |
|24-bit, RGB | |24-bit, RGB | ||
− | |240p | + | |240p, 480i (NTSC), 480p, 576i (PAL), 576p, 720p, 960p <ref group=O name=dcvga>A variety of display moves are possible for homebrew programs, see [https://dcemulation.org/phpBB/viewtopic.php?t=105441]</ref> |
|60 (NTSC), 50 (PAL)<ref group=O name=five></ref>, 75Hz, 120Hz <ref group=O name=dc2></ref> | |60 (NTSC), 50 (PAL)<ref group=O name=five></ref>, 75Hz, 120Hz <ref group=O name=dc2></ref> | ||
|- | |- | ||
|[[GameCube emulators|GameCube]] and [[Wii emulators|Wii]] | |[[GameCube emulators|GameCube]] and [[Wii emulators|Wii]] | ||
− | | | + | |596×448 |
+ | 608×456 | ||
+ | 640×576<ref group=O name=three>Similar to N64, games ran at various resolutions internally[https://tcrf.net/Help:Contents/Taking_Screenshots#GameCube/Wii], though output is usually in 480p.</ref> | ||
etc | etc | ||
|24-bit, RGB | |24-bit, RGB | ||
− | |240p | + | |240p, 480i (NTSC), 480p, 576i (PAL), 576p, <ref group=O name=wii>https://wiibrew.org/wiki/Video_output</ref> 960i, 1080i, 1152i (through Swiss) |
|60 (NTSC), 50 (PAL)<ref group=O name=five></ref> | |60 (NTSC), 50 (PAL)<ref group=O name=five></ref> | ||
|- | |- | ||
|[[Xbox emulators|Xbox]] | |[[Xbox emulators|Xbox]] | ||
− | |640×480, 640x576, | + | |640×480, 640x576, 720x576, 1024x768, 1280x720, 1280x1024, 1920x1080, 2048x1536 |
|24-bit, RGB | |24-bit, RGB | ||
|480i (NTSC), 576i (PAL), 480p, 720p, 1080i <ref group=O name=xbox>480p and higher resolutions only available on NTSC and modified Xboxes</ref> | |480i (NTSC), 576i (PAL), 480p, 720p, 1080i <ref group=O name=xbox>480p and higher resolutions only available on NTSC and modified Xboxes</ref> | ||
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|- | |- | ||
|[[PlayStation 3 emulators|PlayStation 3]] | |[[PlayStation 3 emulators|PlayStation 3]] | ||
− | |640x480, 640x576, | + | |640x480, 640x576, 704x480, 704x576, 1280x720, 1280x1024, 960x1080, 1280x1080, 1440x1080, 1600x1280, 1920x1080, 2048x1080, 2048x1536 |
|24-bit, RGB | |24-bit, RGB | ||
− | |480i (NTSC), 576i (PAL), 480p, 576p, 720p, 1080i, 1080p | + | |240p, 480i (NTSC), 576i (PAL), 480p, 576p, 720p, 1080i, 1080p |
|59.94 (NTSC), 50 (PAL)<ref group=O name=five></ref>, 75Hz, 120Hz | |59.94 (NTSC), 50 (PAL)<ref group=O name=five></ref>, 75Hz, 120Hz | ||
|} | |} | ||
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|384×224 (per screen) | |384×224 (per screen) | ||
|4 shades of red | |4 shades of red | ||
− | | | + | |224p |
|50.273487773488 | |50.273487773488 | ||
|- | |- | ||
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|144p | |144p | ||
|59.922751013551 | |59.922751013551 | ||
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|[[WonderSwan emulators|WonderSwan]] | |[[WonderSwan emulators|WonderSwan]] | ||
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|256×192 (per screen) | |256×192 (per screen) | ||
|18-bit, RGB | |18-bit, RGB | ||
− | | | + | |192p |
|59.826098288081 | |59.826098288081 | ||
|- | |- | ||
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|- | |- | ||
|[[Nintendo 3DS emulators|Nintendo 3DS]] | |[[Nintendo 3DS emulators|Nintendo 3DS]] | ||
− | |800x240 top screen<ref group=P name=four>This is the "true" resolution of the top screen and what games will be rendered at in full 3d mode, however, due to said 3d effect the horizontal resolution is effectively halved. Each eye will only see 400x240 and games run in 2d mode will (normally) be rendered at 400x240 [https://en.wikipedia.org/wiki/Nintendo_3DS#Hardware] | + | |800x240 top screen<ref group=P name=four>This is the "true" resolution of the top screen and what games will be rendered at in full 3d mode, however, due to said 3d effect the horizontal resolution is effectively halved. Each eye will only see 400x240 and games run in 2d mode will (normally) be rendered at 400x240 [https://en.wikipedia.org/wiki/Nintendo_3DS#Hardware].</ref> |
320x240 bottom screen | 320x240 bottom screen | ||
|24-bit, RGB | |24-bit, RGB | ||
− | | | + | |240p |
|60<ref group=P name=five></ref> | |60<ref group=P name=five></ref> | ||
|} | |} | ||
− | |||
==Home computers== | ==Home computers== | ||
{| class="wikitable" | {| class="wikitable" | ||
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|[[Apple II line|Apple II]] | |[[Apple II line|Apple II]] | ||
|280x192 | |280x192 | ||
− | |6 colors (high res), 15 colors (low res) <ref group=Q name=apple>The original Apple II doesn't actually implement color in hardware, instead utilising a quirk of how NTSC displays video to generate color, as the pixel clock is the same as the NTSC subcarrier. As a consequence, PAL Apple IIs would display in black and white unless a separate PAL color card was added</ref> | + | |6 colors (high res), 15 colors (low res), Color/Luminance <ref group=Q name=apple>The original Apple II doesn't actually implement color in hardware, instead utilising a quirk of how NTSC displays video to generate color, as the pixel clock is the same as the NTSC subcarrier. As a consequence, PAL Apple IIs would display in black and white unless a separate PAL color card was added</ref> |
− | |240p, 288p | + | |240p,288p |
|60 (NTSC), 50 (PAL)<ref group=Q name=five>Preliminary or approximate value.</ref> | |60 (NTSC), 50 (PAL)<ref group=Q name=five>Preliminary or approximate value.</ref> | ||
|- | |- | ||
|[[Atari 8-bit|Atari 8-bit]] | |[[Atari 8-bit|Atari 8-bit]] | ||
− | |160x192, 320x192 | + | |160x192,320x192 |
|128/256 colors, Color/Luminance <ref group=Q name=atari>The early Atari 400/800 models used the CTIA chip which supports 128 colors, models manufactured after 1981 used the updated GTIA chip which increases this to 256</ref> | |128/256 colors, Color/Luminance <ref group=Q name=atari>The early Atari 400/800 models used the CTIA chip which supports 128 colors, models manufactured after 1981 used the updated GTIA chip which increases this to 256</ref> | ||
− | + | |240p,288p | |
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− | |240p, 288p | ||
|60 (NTSC), 50 (PAL)<ref group=Q name=five></ref> | |60 (NTSC), 50 (PAL)<ref group=Q name=five></ref> | ||
|- | |- | ||
|[[Commodore 64 emulators|Commodore 64]] | |[[Commodore 64 emulators|Commodore 64]] | ||
− | |160x200, 320x200 | + | |160x200,320x200 |
|16 colors | |16 colors | ||
− | + | |240p,288p | |
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− | |240p, 288p | ||
|60 (NTSC), 50 (PAL)<ref group=Q name=five></ref> | |60 (NTSC), 50 (PAL)<ref group=Q name=five></ref> | ||
|- | |- | ||
|[[ZX Spectrum line|Sinclair ZX Spectrum]] | |[[ZX Spectrum line|Sinclair ZX Spectrum]] | ||
|256x192 | |256x192 | ||
− | |15 | + | |15 colors, RGB |
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|288p | |288p | ||
|50 (PAL)<ref group=Q name=five></ref> | |50 (PAL)<ref group=Q name=five></ref> | ||
|- | |- | ||
|[[Amstrad CPC emulators|Amstrad CPC464/664/6128]] | |[[Amstrad CPC emulators|Amstrad CPC464/664/6128]] | ||
− | |160x200, 320x200, 640x200 | + | |160x200,320x200,640x200 |
|27 colors, RGB | |27 colors, RGB | ||
|288p | |288p | ||
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|- | |- | ||
|[[Amstrad CPC emulators|Amstrad 464+/6128+]] | |[[Amstrad CPC emulators|Amstrad 464+/6128+]] | ||
− | |160x200, 320x200, 640x200 | + | |160x200,320x200,640x200 |
|4096 colors, RGB | |4096 colors, RGB | ||
|288p | |288p | ||
|50 (PAL)<ref group=Q name=five></ref> | |50 (PAL)<ref group=Q name=five></ref> | ||
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|[[Apple IIGS emulators|Apple IIGS]] | |[[Apple IIGS emulators|Apple IIGS]] | ||
− | |320x200, 640x200 | + | |320x200,640x200 |
|4096 colors, RGB | |4096 colors, RGB | ||
− | |240p, 288p | + | |240p,288p |
|60 (NTSC), 50 (PAL)<ref group=Q name=five></ref> | |60 (NTSC), 50 (PAL)<ref group=Q name=five></ref> | ||
|- | |- | ||
|[[Amiga line|Commodore Amiga]] | |[[Amiga line|Commodore Amiga]] | ||
− | |320x200, 640x200, 640x400, 320x256, 640x256, 640x512 | + | |320x200,640x200,640x400,320x256,640x256,640x512 |
|4096 colors, RGB | |4096 colors, RGB | ||
− | |240p, 288p, 480i, 576i | + | |240p,288p,480i,576i |
|60 (NTSC), 50 (PAL)<ref group=Q name=five></ref> | |60 (NTSC), 50 (PAL)<ref group=Q name=five></ref> | ||
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|} | |} | ||
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[[Wikipedia:List_of_common_resolutions#Analog_systems|Wikipedia - List of common resolutions: Analog systems]] | [[Wikipedia:List_of_common_resolutions#Analog_systems|Wikipedia - List of common resolutions: Analog systems]] | ||
==Notes== | ==Notes== | ||
− | + | ===Notes (consoles)=== | |
;Notes (2D consoles) | ;Notes (2D consoles) | ||
<references group=N /> | <references group=N /> | ||
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;Notes (Portable consoles) | ;Notes (Portable consoles) | ||
<references group=P /> | <references group=P /> | ||
− | + | ===Notes (computers)=== | |
<references group=Q /> | <references group=Q /> | ||
[[Category:FAQs]] | [[Category:FAQs]] |