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SECAM is a third color standard but due to many of the 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
 
SECAM is a third color standard but due to many of the 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
 
See also [[Broadcast and Cable Communication Systems]]
 
  
 
;Colorspaces
 
;Colorspaces
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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, 288p
+
|240p
 
|59.922751013551 (NTSC), 49.860759671615 (PAL)
 
|59.922751013551 (NTSC), 49.860759671615 (PAL)
 
|-
 
|-
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|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, 288p
+
|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, 288p
+
|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, 288p
+
|240p
 
|60.098813897441 (NTSC), 50.006978908189 (PAL)
 
|60.098813897441 (NTSC), 50.006978908189 (PAL)
 
|-
 
|-
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|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>
 
|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
 
|64 colors, RGB
|240p, 288p
+
|240p
 
|59.922751013551 (NTSC), 49.701460119948 (PAL)
 
|59.922751013551 (NTSC), 49.701460119948 (PAL)
 
|-
 
|-
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|[[Super Nintendo emulators|SNES]]
 
|[[Super Nintendo emulators|SNES]]
 
|256×224, 256×239, 512×224, 512×239
 
|256×224, 256×239, 512×224, 512×239
512×448, 512×478 <ref group=N name=snes239>239/478 line modes are documented on nocash's fullsnes documentation https://problemkaputt.de/fullsnes.htm#snesppucontrol</ref>
+
512×448, 512×478
 
|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, 288p
+
|240p, 480i
 
|59.922751013551 (NTSC), 49.701460119948 (PAL)
 
|59.922751013551 (NTSC), 49.701460119948 (PAL)
 
|-
 
|-
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|320×224, 320x240 (PAL only)
 
|320×224, 320x240 (PAL only)
 
|15-bit, RGB
 
|15-bit, RGB
|240p, 288p
+
|240p
 
|59.922751013551 (NTSC), 49.701460119948 (PAL)
 
|59.922751013551 (NTSC), 49.701460119948 (PAL)
 
|-
 
|-
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|320x224
 
|320x224
 
|16-bit, RGBI
 
|16-bit, RGBI
|240p, 288p
+
|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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|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>
 
|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>
 
|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)
+
|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>
 
|-
 
|-
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320×448, 320×480, 320×512, 352×448, 320×480, 352×512, 640×448, 640×480, 640×512, 704×448, 704×480, 704×512
 
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
 
|15-bit/24-bit, RGB
|240p, 480i (NTSC), 480p, 288p, 576i (PAL)
+
|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>
 
|-
 
|-
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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>
 
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>
 
|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)
+
|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, 256x448, 256x480, 256x512, 320x224, 320x256, 320x448, 320x480, 320x512, 384x224, 384x256, 384x448, 384x480, 384x512, 512x224, 512x256, 512x448, 512x512, 576x224, 576x240, 576x448, 576x480, 576x512, 640x224, 640x240, 640x256, 640x448, 640×480, 640x512, 704x224, 704x240, 704x256, 704x448, 704x480, 704x512
+
|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,  
 
|24-bit, RGB
 
|24-bit, RGB
|240p, 480i (NTSC), 480p, 288p, 576i (PAL), 576p, 720p, 960i (GSM Selector), 1080i (Gran Turismo 4)
+
|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, 256x224, 256x240, 512x224, 512x240, 640×480, 512x448, 512x480, 672x480, 720x240, 720x480, 768x240, 768x480, 544x608, 400x240, 416x768, 384x864, 320x960, 800x640, 1024x480, 1024x960, 1024x768, 1280x480, 1280x960 <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>
+
|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
 
|24-bit, RGB
|240p, 480i (NTSC), 480p, 288p, 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>
+
|240p, 480i (NTSC), 480p, 576i (PAL), 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]]
|640x480, 640x528, 640×576, 640x600<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>
+
|640x480, 640x528, 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, 480i (NTSC), 480p, 288p, 576i (PAL), 576p, <ref group=O name=wii>https://wiibrew.org/wiki/Video_output</ref> 960i, 1080i, 1152i (through Swiss)
+
|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>
 
|-
 
|-
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|-
 
|-
 
|[[PlayStation 3 emulators|PlayStation 3]]
 
|[[PlayStation 3 emulators|PlayStation 3]]
|640x480, 640x576, 720x480, 720x576, 960x720, 1280x720, 1280x768, 1280x800, 1440x900, 1280x1024, 1600x1024, 960x1080, 1280x1080, 1440x1080, 1600x1080, 1600x1200, 1920x1080, 2048x1080, 1920x1200, 1920x1440, 2048x1152, 2048x1536, 2560x1440, 2560x1600<ref group=O name=ps3res>[https://forum.beyond3d.com/threads/list-of-rendering-resolutions.41152/]</ref>
+
|640x480, 640x576, 720x480, 720x576, 960x720, 1280x720, 960x1080, 1280x1080, 1440x1080, 1600x1080, 1920x1080<ref group=O name=ps3res>[https://forum.beyond3d.com/threads/list-of-rendering-resolutions.41152/]</ref>
 
|24-bit, RGB
 
|24-bit, RGB
 
|480i (NTSC), 576i (PAL), 480p, 576p, 720p, 1080i, 1080p<ref group=O name=ps3out>PS3 does '''not''' output 240p [https://www.retrorgb.com/playstation3.html][https://youtu.be/f7fCTHu99bk My Life in Gaming RGB206]</ref>
 
|480i (NTSC), 576i (PAL), 480p, 576p, 720p, 1080i, 1080p<ref group=O name=ps3out>PS3 does '''not''' output 240p [https://www.retrorgb.com/playstation3.html][https://youtu.be/f7fCTHu99bk My Life in Gaming RGB206]</ref>
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|320x200, 640x200, 640x350
 
|320x200, 640x200, 640x350
 
|16 colors (200 line modes), 64 colors (350 line modes), RGB
 
|16 colors (200 line modes), 64 colors (350 line modes), RGB
|240p, 360p
+
|240p, 350p
 
|60<ref group=Q name=five>Preliminary or approximate value.</ref>
 
|60<ref group=Q name=five>Preliminary or approximate value.</ref>
 
|-
 
|-

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