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Resolution

85 bytes added, 25 June
Consoles: added output resolutions for PAL consoles (288p/576i)
|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
|240p, 288p
|59.922751013551 (NTSC), 49.860759671615 (PAL)
|-
|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, 288p
|60 (NTSC), 50 (PAL)<ref group=N name=five>Preliminary or approximate value.</ref>
|-
|160×192
|16 colors
|240p, 288p
|60 (NTSC), 50 (PAL)<ref group=N name=five></ref>
|-
|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>
|240p, 288p
|60.098813897441 (NTSC), 50.006978908189 (PAL)
|-
|256×192, 256×224, 256x240 (some PAL games) <ref group=N name=sms>When horizontally scrolling, the leftmost 8 pixels are blanked out, resulting in an effective 248x192 resolution. The 224 and 240 line modes have limited compatibility, in general SMS2 supports them while SMS1 and Megadrive in SMS backwards compatibility mode don't</ref>
|64 colors, RGB
|240p, 288p
|59.922751013551 (NTSC), 49.701460119948 (PAL)
|-
320×448, 256×448, 320x480 (some PAL games), 256x480 (some PAL games)
|512 colors, RGB
|240p, 480i, 288p
|59.922751013551 (NTSC), 49.701460119948 (PAL)
|-
|320×224, 320x240 (PAL only)
|15-bit, RGB
|240p, 288p
|59.922751013551 (NTSC), 49.701460119948 (PAL)
|-
|320x224
|16-bit, RGBI
|240p, 288p
|60 (NTSC), 50 (PAL)<ref group=N name=five></ref>
|}
|320x200, 320x400, 320x240, 320x480, 640x200, 640×240, 640x400, 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>
|240p, 480i (NTSC), 288p, 576i (PAL)
|60 (NTSC), 50 (PAL)<ref group=O name=five>Preliminary or approximate value.</ref>
|-
320×448, 320×480, 320×512, 352×448, 320×480, 352×512, 640×448, 640×480, 640×512, 704×448, 704×480, 704×512
|15-bit/24-bit, RGB
|240p, 480i (NTSC), 480p, 288p, 576i (PAL)
|60 (NTSC), 50 (PAL)<ref group=O name=five></ref>
|-
256x448, 256x480, 320x448, 320x480, 368x448, 368x480, 512x448, 512x480, 640x448, 640×480, 704x448, 704x480 <ref group=O name=psxres>https://www.problemkaputt.de/psxspx-gpu-status-register.htm https://www.psdevwiki.com/ps3/Emulation#PS1_Native_resolution</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> , 288p, 576i (PAL)
|59.940060138702 (NTSC), 50.00028192997 (PAL)
|-
|256x224, 256x240, 256x448, 256x480, 256x512, 320x224, 320x256, 320x448, 320x480, 320x512, 384x224, 384x256, 384x448, 384x480, 384x512, 512x224, 512x256, 512x448, 512x512, 640x224, 640x240, 640x256, 640x448, 640×480, 640x512, 704x224, 704x240, 704x256, 704x448, 704x480, 704x512
|24-bit, RGB
|240p, 288p, 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>
|-
|320x240, 256x224, 256x240, 512x224, 512x240, 640×480, 512x448, 512x480, 672x480, 544x608, 400x240, 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, 288p, 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>
|-
etc
|24-bit, RGB
|240p, 288p, 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>
|-
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