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Resolution

571 bytes added, 27 April
Split into multiple tables
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 Resolutions2D Consoles==
{| class="wikitable"
|-
! scope="col"|Native Resolution
! scope="col"|Color depth and color space
! scope=''"col''"|Video display resolution
! scope="col"|Native Refresh Rate (Hz)
|-
|256 colors, Color/Luminance
|240p
|60 (NTSC), 50 (PAL)<ref group=N name=five>Preliminary or approximate value.</ref>
|-
|[[Intellivision emulators|Mattel Intellivision]]
|240p, 480i
|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]]
|240p, 480i
|59.922751013551 (NTSC), 49.701460119948 (PAL)
|}
<references group=N />
 
==3D Consoles==
{| class="wikitable"
|-
! scope="col"|[[Game Boy/Game Boy Color emulators|Game Boy/Color]]System! scope="col"|160×144Native Resolution! scope="col"|15-bit, RGB (4 shades of grey for non-Color depth and color games)|144p|59.727500569606|-space! scope="col"|[[Master System emulators|Sega Game Gear]]Video display resolution! scope="col"|160x144 (native GG mode), 256x192 downscaled Native Refresh Rate (SMS backwards compatible modeHz)|4096 colors, RGB (64 color in SMS backwards compatibility mode)|144p|59.922751013551
|-
|[[Nintendo 64 emulators|Nintendo 64]]
|320x200, 320x400, 320x240, 320x480, 640×240, 640×480, 640x600<ref group=N 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 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)
|60 (NTSC), 50 (PAL)<ref group=N O name=five>Preliminary or approximate value.</ref>
|-
|[[Sega Saturn emulators|Sega Saturn]]
|15-bit/24-bit, RGB
|240p, 480i (NTSC), 480p, 576i (PAL)
|60 (NTSC), 50 (PAL)<ref group=N O name=five></ref>
|-
|[[PlayStation emulators|PlayStation]]
256x448p, 256x480p, 320x448p, 320x480p, 352x448p, 352x480p, 512x448p, 512x480p, 640x448p, 640×480p, 720x448p, 720x480p
|16-bit/24-bit, RGB<ref group=N 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 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)
|-
|[[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=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>
|}
<references group=O />
 
==Handhelds==
{| 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]]
|?
|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]]
|24-bit, RGB
|272p, 480i, 480p (PSP-2000 and 3000 models with video cables)
|60<ref group=N P name=five>Preliminary or approximate value.</ref>
|-
|[[Nintendo 3DS emulators|Nintendo 3DS]]
|800x240 top screen<ref group=N 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
|24-bit, RGB
|240p
|60<ref group=N P name=five></ref>
|}
<references group=N P /> ==Home computers==''To be added''
==Color encoding==
76
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