Difference between revisions of "Resolution"

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For emulation of 2D systems, the resolution can only be upscaled, making the pixels more apparent. For emulation of 5th generation consoles and newer, the internal resolution can be increased to make the game look sharper.
 
For emulation of 2D systems, the resolution can only be upscaled, making the pixels more apparent. For emulation of 5th generation consoles and newer, the internal resolution can be increased to make the game look sharper.
==Console Resolutions==
+
 
 +
;Color encoding
 +
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.
 +
 
 +
;Integer Scaling
 +
{{Main|Scaling}}
 +
Upscaling the resolution will only look good if you scale it by integers (2x, 3x, 4x, etc.). If you are scaling with non-integers, you can make the image look better using the [[Shaders_and_Filters#Pixellate|Pixellate]] shader.
 +
==2D 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"
 
|-
 
|-
Line 8: Line 16:
 
! scope="col"|Native Resolution
 
! scope="col"|Native Resolution
 
! scope="col"|Color depth and color space
 
! scope="col"|Color depth and color space
! scope=''col''|Video display resolution
+
! scope="col"|Video display resolution
 
! scope="col"|Native Refresh Rate (Hz)
 
! scope="col"|Native Refresh Rate (Hz)
 
|-
 
|-
 
|[[Atari 2600 emulators|Atari 2600]]
 
|[[Atari 2600 emulators|Atari 2600]]
 
|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 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]]
 +
|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
 +
|240p
 +
|60 (NTSC), 50 (PAL)<ref group=N name=five>Preliminary or approximate value.</ref>
 +
|-
 +
|[[Intellivision emulators|Mattel Intellivision]]
 +
|160×192
 +
|16 colors
 +
|240p
 +
|60 (NTSC), 50 (PAL)<ref group=N name=five></ref>
 
|-
 
|-
 
|[[Nintendo Entertainment System emulators|NES]]
 
|[[Nintendo Entertainment System emulators|NES]]
Line 28: Line 48:
 
|240p
 
|240p
 
|59.922751013551 (NTSC), 49.701460119948 (PAL)
 
|59.922751013551 (NTSC), 49.701460119948 (PAL)
 +
|-
 +
|[[PC Engine (TurboGrafx-16) emulators|NEC PC Engine]]
 +
|256×224,336x224,512x224,512x240
 +
|512 colors, RGB
 +
|240p
 +
|60 (NTSC), 50 (PAL)<ref group=N name=five></ref>
 
|-
 
|-
 
|[[Super Nintendo emulators|SNES]]
 
|[[Super Nintendo emulators|SNES]]
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|240p, 480i
 
|240p, 480i
 
|60.098813897441 (NTSC), 50.006978908189 (PAL)
 
|60.098813897441 (NTSC), 50.006978908189 (PAL)
|-
 
|[[Virtual Boy emulators|Virtual Boy]]
 
|384×224 (per screen)
 
|4 shades of red
 
|224p
 
|50.273487773488
 
 
|-
 
|-
 
|[[Sega Genesis emulators|Sega Genesis]]
 
|[[Sega Genesis emulators|Sega Genesis]]
Line 48: Line 68:
 
|240p, 480i
 
|240p, 480i
 
|59.922751013551 (NTSC), 49.701460119948 (PAL)
 
|59.922751013551 (NTSC), 49.701460119948 (PAL)
 +
|}
 +
<references group=N />
 +
 +
==3D Consoles==
 +
;3D consoles generally are consoles from the 5th generation and later, or fantasy consoles recreating the experience of them.
 +
{| class="wikitable"
 
|-
 
|-
|[[Game Boy/Game Boy Color emulators|Game Boy/Color]]
+
! scope="col"|System
|160×144
+
! scope="col"|Native Resolution
|15-bit, RGB (4 shades of grey for non-color games)
+
! scope="col"|Color depth and color space
|144p
+
! scope="col"|Video display resolution
|59.727500569606
+
! scope="col"|Native Refresh Rate (Hz)
|-
 
|[[Master System emulators|Sega Game Gear]]
 
|160x144 (native GG mode), 256x192 downscaled (SMS backwards compatible mode)
 
|4096 colors, RGB (64 color in SMS backwards compatibility mode)
 
|144p
 
|59.922751013551
 
 
|-
 
|-
 
|[[Nintendo 64 emulators|Nintendo 64]]
 
|[[Nintendo 64 emulators|Nintendo 64]]
|320x200, 320x400, 320x240, 320x480, 640×240, 640×480, 640x600<ref group=N 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>
+
|320x200, 320x400, 320x240, 320x480, 640×240, 640×480, 640x600<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=N 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), 576i (PAL)
 
|240p, 480i (NTSC), 576i (PAL)
|60 (NTSC), 50 (PAL)<ref group=N 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]]
Line 72: Line 92:
 
|15-bit/24-bit, RGB
 
|15-bit/24-bit, RGB
 
|240p, 480i (NTSC), 480p, 576i (PAL)
 
|240p, 480i (NTSC), 480p, 576i (PAL)
|60 (NTSC), 50 (PAL)<ref group=N name=five></ref>
+
|60 (NTSC), 50 (PAL)<ref group=O name=five></ref>
 
|-
 
|-
 
|[[PlayStation emulators|PlayStation]]
 
|[[PlayStation emulators|PlayStation]]
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256x448p, 256x480p, 320x448p, 320x480p, 352x448p, 352x480p, 512x448p, 512x480p, 640x448p, 640×480p, 720x448p, 720x480p
 
256x448p, 256x480p, 320x448p, 320x480p, 352x448p, 352x480p, 512x448p, 512x480p, 640x448p, 640×480p, 720x448p, 720x480p
|16-bit/24-bit, RGB<ref group=N 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=N 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)
+
|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]]
 +
|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
 +
|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>
 +
|-
 +
|[[Sega Dreamcast emulators|Sega Dreamcast]]
 +
|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
 +
|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>
 +
|-
 +
|[[GameCube emulators|GameCube]] and [[Wii emulators|Wii]]
 +
|596×448
 +
608×456
 +
640×480<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
 +
|24-bit, RGB
 +
|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>
 +
|-
 +
|[[Xbox emulators|Xbox]]
 +
|640×480, 1280x720, 1920x1080
 +
|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>
 +
|59.94 (NTSC), 50 (PAL)<ref group=O name=five></ref>
 +
|-
 +
||[[Xbox 360 emulators|Xbox 360]]
 +
|640x480, 1280x720, 1920x1080<ref group=O name=xb360>The Xbox 360's GPU is very flexible when it comes to the resolutions it can use, scaling it on the fly without needing a separate framebuffer</ref>
 +
|24-bit, RGB
 +
|480i (NTSC), 576i (PAL), 480p, 576p, 720p, 1080i, 1080p
 +
|59.94 (NTSC), 50 (PAL)<ref group=O name=five></ref>
 +
|-
 +
|[[PlayStation 3 emulators|PlayStation 3]]
 +
|640x480, 1280x720, 960x1080, 1280x1080, 1440x1080, 1920x1080
 +
|24-bit, RGB
 +
|480i (NTSC), 576i (PAL), 480p, 576p, 720p, 1080i, 1080p
 +
|59.94 (NTSC), 50 (PAL)<ref group=O name=five></ref>
 +
|}
 +
<references group=O />
 +
 +
==Portables==
 +
{| class="wikitable"
 +
|-
 +
! scope="col"|System
 +
! scope="col"|Native Resolution
 +
! scope="col"|Color depth and color space
 +
! scope="col"|Video display resolution
 +
! scope="col"|Native Refresh Rate (Hz)
 +
|-
 +
|[[Virtual Boy emulators|Virtual Boy]]
 +
|384×224 (per screen)
 +
|4 shades of red
 +
|224p
 +
|50.273487773488
 +
|-
 +
|[[Game Boy/Game Boy Color emulators|Game Boy/Color]]
 +
|160×144
 +
|15-bit, RGB (4 shades of grey for non-color games)
 +
|144p
 +
|59.727500569606
 +
|-
 +
|[[Master System emulators|Sega Game Gear]]
 +
|160x144 (native GG mode), 256x192 downscaled (SMS backwards compatible mode)
 +
|4096 colors, RGB (64 color in SMS backwards compatibility mode)
 +
|144p
 +
|59.922751013551
 
|-
 
|-
 
|[[WonderSwan emulators|WonderSwan]]
 
|[[WonderSwan emulators|WonderSwan]]
Line 100: Line 188:
 
|?
 
|?
 
|N/A
 
|N/A
|-
 
|[[PlayStation 2 emulators|PlayStation 2]]
 
|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, 640x1440
 
|24-bit, RGB
 
|240p, 480i (NTSC), 480p, 576i (PAL), 576p, 720p, 960i (GSM Selector), 1080i (Gran Turismo 4)
 
|60 (NTSC), 50 (PAL)<ref group=N name=five></ref>
 
|-
 
|[[Sega Dreamcast emulators|Sega Dreamcast]]
 
|320x240, 640×480, 672x480, 544x608, 416x768, 384x864, 320x960 <ref group=N 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
 
|240p, 480i (NTSC), 480p, 576i (PAL), 576p, 720p, 960p <ref group=N 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=N name=five></ref>, 75Hz, 120Hz <ref group=N name=dc2></ref>
 
|-
 
|[[GameCube emulators|GameCube]] and [[Wii emulators|Wii]]
 
|596×448
 
608×456
 
640×480<ref group=N 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
 
|24-bit, RGB
 
|240p, 480i (NTSC), 480p, 576i (PAL), 576p, <ref group=N name=wii>https://wiibrew.org/wiki/Video_output</ref> 960i, 1080i, 1152i (through Swiss)
 
|60 (NTSC), 50 (PAL)<ref group=N name=five></ref>
 
 
|-
 
|-
 
|[[Nintendo DS emulators|Nintendo DS]]
 
|[[Nintendo DS emulators|Nintendo DS]]
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|24-bit, RGB
 
|24-bit, RGB
 
|272p, 480i, 480p (PSP-2000 and 3000 models with video cables)
 
|272p, 480i, 480p (PSP-2000 and 3000 models with video cables)
|60<ref group=N name=five></ref>
+
|60<ref group=P name=five>Preliminary or approximate value.</ref>
 
|-
 
|-
 
|[[Nintendo 3DS emulators|Nintendo 3DS]]
 
|[[Nintendo 3DS emulators|Nintendo 3DS]]
|800x240 top screen<ref group=N 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>
+
|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
 
|240p
|60<ref group=N name=five></ref>
+
|60<ref group=P name=five></ref>
 
|}
 
|}
<references group=N />
+
<references group=P />
  
==Color encoding==
+
==Home computers==
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.
+
''To be added''
 +
==External links==
 +
[[Wikipedia:List_of_common_resolutions#Analog_systems|Wikipedia - List of common resolutions: Analog systems]]
  
==Integer Scaling==
 
{{Main|Scaling}}
 
Upscaling the resolution will only look good if you scale it by integers (2x, 3x, 4x, etc.). If you are scaling with non-integers, you can make the image look better using the [[Shaders_and_Filters#Pixellate|Pixellate]] shader.
 
 
[[Category:FAQs]]
 
[[Category:FAQs]]
 
==External links==
 
[[Wikipedia:List_of_common_resolutions#Analog_systems|Wikipedia - List of common resolutions: Analog systems]]
 

Revision as of 20:42, 27 April 2024

Resolution is the measure in which how many pixels are displayed on the screen.

For emulation of 2D systems, the resolution can only be upscaled, making the pixels more apparent. For emulation of 5th generation consoles and newer, the internal resolution can be increased to make the game look sharper.

Color encoding

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.

Integer Scaling
Main article: Scaling

Upscaling the resolution will only look good if you scale it by integers (2x, 3x, 4x, etc.). If you are scaling with non-integers, you can make the image look better using the Pixellate shader.

2D Consoles

2D consoles generally are consoles from the 2nd to 4th generation of video game consoles, or fantasy consoles recreating the experience of them.
System Native Resolution Color depth and color space Video display resolution Native Refresh Rate (Hz)
Atari 2600 160×192[N 1] 128 (NTSC)/104 (PAL) colors, Color/Luminance 240p 59.922751013551 (NTSC), 49.860759671615 (PAL)
Atari 7800 160×192,320x192,160x224,320x224[N 2] 256 colors, Color/Luminance 240p 60 (NTSC), 50 (PAL)[N 3]
Mattel Intellivision 160×192 16 colors 240p 60 (NTSC), 50 (PAL)[N 3]
NES 256×240 52 colors, Color/Luminance[N 4] 240p 60.098813897441 (NTSC), 50.006978908189 (PAL)
Sega Master System 256×192, 256×224, 256x240 (some PAL games) 64 colors, RGB 240p 59.922751013551 (NTSC), 49.701460119948 (PAL)
NEC PC Engine 256×224,336x224,512x224,512x240 512 colors, RGB 240p 60 (NTSC), 50 (PAL)[N 3]
SNES 256×224p, 256×239p, 512×224p, 512×239p

512×448i, 512×478i

15-bit, RGB 240p, 480i 60.098813897441 (NTSC), 50.006978908189 (PAL)
Sega Genesis 320×224, 256×224, 320x240 (some PAL games), 256x240 (some PAL games),

320×448, 256×448, 320x480 (some PAL games), 256x480 (some PAL games)

512 colors, RGB 240p, 480i 59.922751013551 (NTSC), 49.701460119948 (PAL)
  1. 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.
  2. As with the Atari 2600, the vertical resolution is determined by the game, typically between 192 and 224
  3. 3.0 3.1 3.2 Preliminary or approximate value.
  4. The NES has a 6-bit palette, but not all of the 64 possible entries maps to unique colors.

3D Consoles

3D consoles generally are consoles from the 5th generation and later, or fantasy consoles recreating the experience of them.
System Native Resolution Color depth and color space Video display resolution Native Refresh Rate (Hz)
Nintendo 64 320x200, 320x400, 320x240, 320x480, 640×240, 640×480, 640x600[O 1] 15-bit/21-bit, RGB[O 2] 240p, 480i (NTSC), 576i (PAL) 60 (NTSC), 50 (PAL)[O 3]
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, 320×512i, 320×480i, 352×448i, 320×480i, 352×512i, 640×448i, 640×480i, 640×512i, 704×448i, 704×480i, 704×512i

15-bit/24-bit, RGB 240p, 480i (NTSC), 480p, 576i (PAL) 60 (NTSC), 50 (PAL)[O 3]
PlayStation 256×224p, 256x240p, 320x224p, 320×240p, 352x224p, 352x240p, 512x224p, 512×240p, 640x224p, 640x240p, 704x224p, 704x240p

256x448i, 256x480i, 320x448i, 320x480i, 352x448i, 352x480i, 512x448i, 512x480i, 640x448i, 640×480i, 704x448i, 704x480i

256x448p, 256x480p, 320x448p, 320x480p, 352x448p, 352x480p, 512x448p, 512x480p, 640x448p, 640×480p, 720x448p, 720x480p

16-bit/24-bit, RGB[O 4] 240p, 480i (NTSC), 480p, [O 5] 576i (PAL) 59.940060138702 (NTSC), 50.00028192997 (PAL)
PlayStation 2 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 240p, 480i (NTSC), 480p, 576i (PAL), 576p, 720p, 960i (GSM Selector), 1080i (Gran Turismo 4) 59.94 (NTSC), 50 (PAL)[O 3]
Sega Dreamcast 320x240, 640×480, 672x480, 544x608, 416x768, 384x864, 320x960 [O 6] 24-bit, RGB 240p, 480i (NTSC), 480p, 576i (PAL), 576p, 720p, 960p [O 7] 60 (NTSC), 50 (PAL)[O 3], 75Hz, 120Hz [O 6]
GameCube and Wii 596×448

608×456 640×480[O 8] etc

24-bit, RGB 240p, 480i (NTSC), 480p, 576i (PAL), 576p, [O 9] 960i, 1080i, 1152i (through Swiss) 60 (NTSC), 50 (PAL)[O 3]
Xbox 640×480, 1280x720, 1920x1080 24-bit, RGB 480i (NTSC), 576i (PAL), 480p, 720p, 1080i [O 10] 59.94 (NTSC), 50 (PAL)[O 3]
Xbox 360 640x480, 1280x720, 1920x1080[O 11] 24-bit, RGB 480i (NTSC), 576i (PAL), 480p, 576p, 720p, 1080i, 1080p 59.94 (NTSC), 50 (PAL)[O 3]
PlayStation 3 640x480, 1280x720, 960x1080, 1280x1080, 1440x1080, 1920x1080 24-bit, RGB 480i (NTSC), 576i (PAL), 480p, 576p, 720p, 1080i, 1080p 59.94 (NTSC), 50 (PAL)[O 3]
  1. 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.
  2. 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
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 Preliminary or approximate value.
  4. 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
  5. The PSX does support 480p mode if you use an RGB SCART (or VGA) cable, see [1]
  6. 6.0 6.1 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
  7. A variety of display moves are possible for homebrew programs, see [2]
  8. Similar to N64, games ran at various resolutions internally[3], though output is usually in 480p.
  9. https://wiibrew.org/wiki/Video_output
  10. 480p and higher resolutions only available on NTSC and modified Xboxes
  11. The Xbox 360's GPU is very flexible when it comes to the resolutions it can use, scaling it on the fly without needing a separate framebuffer

Portables

System Native Resolution Color depth and color space Video display resolution Native Refresh Rate (Hz)
Virtual Boy 384×224 (per screen) 4 shades of red 224p 50.273487773488
Game Boy/Color 160×144 15-bit, RGB (4 shades of grey for non-color games) 144p 59.727500569606
Sega Game Gear 160x144 (native GG mode), 256x192 downscaled (SMS backwards compatible mode) 4096 colors, RGB (64 color in SMS backwards compatibility mode) 144p 59.922751013551
WonderSwan 224×144 4096 colors, RGB 144p 75.471698113207
Game Boy Advance 240×160 15-bit, RGB 160p 59.727500569606
Pokémon Mini 96×64 1-bit monochrome ? N/A
Nintendo DS 256×192 (per screen) 18-bit, RGB 192p 59.826098288081
PlayStation Portable 480×272 24-bit, RGB 272p, 480i, 480p (PSP-2000 and 3000 models with video cables) 60[P 1]
Nintendo 3DS 800x240 top screen[P 2]

320x240 bottom screen

24-bit, RGB 240p 60[P 1]
  1. 1.0 1.1 Preliminary or approximate value.
  2. 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 [4].

Home computers

To be added

External links

Wikipedia - List of common resolutions: Analog systems