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Resolution

593 bytes added, 17 April
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! scope="col"|Native Resolution
! scope="col"|Color depth and color space
! scope=''col''|Number Of PixelsVideo display resolution
! scope="col"|Native Refresh Rate (Hz)
|-
|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
|192p240p
|59.922751013551 (NTSC), 49.860759671615 (PAL)
|-
|256×192, 256×224, 256x240 (some PAL games)
|64 colors, RGB
|192p, 224p, 240p
|59.922751013551 (NTSC), 49.701460119948 (PAL)
|-
512×448i, 512×478i
|15-bit, RGB
|224p, 240p, 480i
|60.098813897441 (NTSC), 50.006978908189 (PAL)
|-
320×448, 256×448, 320x480 (some PAL games), 256x480 (some PAL games)
|512 colors, RGB
|224p, 240p, 480i
|59.922751013551 (NTSC), 49.701460119948 (PAL)
|-
|-
|[[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
|320x200, 320x240, 640×240, 640×480<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>
|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>
|240p, 480i, (NTSC), 576i (PAL)
|60 (NTSC), 50 (PAL)<ref group=N name=five>Preliminary or approximate value.</ref>
|-
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
|224p, 240p, 480i, 480p (NTSC), 576i (PAL)
|60 (NTSC), 50 (PAL)<ref group=N name=five></ref>
|-
256x448i, 256x480i, 320x448i, 320x480i, 370x448i, 370x480i, 512x448i, 512x480i, 640x448i, 640×480i
|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>
|224p, 240p, 480i, 480p (NTSC), 576i (PAL)
|59.940060138702 (NTSC), 50.00028192997 (PAL)
|-
1280x1024
|24-bit, RGB
|224p, 240p, 480i (NTSC), 480p (NTSC), 576i (PAL), 576p (PAL), 720p, 1080i,
|60 (NTSC), 50 (PAL)<ref group=N name=five></ref>
|-
1024x768
1280x1024
1600x1200
1920x1200
|24-bit, RGB
|240p, 480i (NTSC), 480p (NTSC), 576i (PAL), 576p (PAL), 720p, 1080i<ref group=N name=dcvga>A variety of display moves are possible for homebrew programs, 1080psee [https://dcemulation.org/phpBB/viewtopic.php?t=105441]</ref>
|60 (NTSC), 50 (PAL)<ref group=N name=five></ref>
|-
etc
|24-bit, RGB
|240p, 480i (NTSC), 480p (NTSC), 576i (PAL), 576p (PAL), 720p, 1080i, 1080p
|60 (NTSC), 50 (PAL)<ref group=N name=five></ref>
|-
|}
<references group=N />
 
==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==
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