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Resolution

4,246 bytes added, 27 April
Explanation on colorspace, and a brief ote on SECAM
{{WIP}}
'''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 encodingOn 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. SECAM was a third color standard but due to the majority of countries using it being behind the iron curtain, few consoles would use that format, and consoles and home computers released in France would often use RGB SCART cables instead. ;ColorspacesThe overwhelming majority of consoles uses the RGB colorspace, storing colors as color triplets, often resulting in colordepths powers of 8 (64, 512, 4096, 32768 and so on). A few systems, such as those by Atari as well as the NES, instead used a Color/Luminance scheme, with 4 bits determining the hue, utilising a property of NTSC/PAL encoding by delaying the color subcarrier, with one or more values instead omitting the signal resulting in a greyscale image, with the remaining bits determining the brightness. ;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.==Console ResolutionsConsoles=====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"
|-
! scope="col"|System
! scope="col"|Native Resolution(<abbr title="Width">W</abbr>x<abbr title="Height">H</abbr>)
! scope="col"|Color depth and color space
! scope=''"col''"|Video display resolution
! scope="col"|Native Refresh Rate (Hz)
|-
|[[CHIP-8 emulators|CHIP-8]]
|64x32 (original)<br>Extensions: 64x48, 64x64, 64x128, 128x64, 256x192<ref group=N name=CHIP-8_RES>[https://chip-8.github.io/extensions/ Sourced from here]: '''64x32''' (Original CHIP-8), '''64x48''' (CHIP-8 for ETI-660) '''64x64''' (Two-page display for CHIP-8, Two-page display for CHIP-8X, CHIP-8 for ETI-660 with high resolution, CHIP-8 AE (ACE Extended), CHIP-BETA). '''64x128''' (HI-RES CHIP-8, Hi-res CHIP-8X, CHIP-8 AE (ACE Extended)), '''128x64''' (CHIP-VDU / CHIP-8 for the ACE VDU, CHIP-10, CHIP-8 AE (ACE Extended), S-CHIP) '''256x192''' (Megachip)</ref>
|Monochrome (original)<br>Extensions: 4 colours, 16 colours, 255 colours.<ref group=N name=CHIP-8_COL>1-bit monochrome (original), 2-bit 4 colors (XO-CHIP), 4-bit 16 colors (HYPERCHIP-64) 8-bit 255 colors (Megachip).</ref>
|
|
|-
|[[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>
|128 (NTSC)/104 (PAL) colors, Color/Luminance
|240p
|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]]
|240p
|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]]
|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)
|}
 
===3D Consoles===
;3D consoles generally are consoles from the 5th generation and later, or fantasy consoles recreating the experience of them.
{| class="wikitable"
|-
! scope="col"|[[Game Boy/Game Boy Color emulators|Game Boy/Color]]|160×144System! scope="col"|15-bit, RGB Native Resolution (4 shades of grey for non-color games<abbr title="Width">W</abbr>x<abbr title="Height">H</abbr>)! scope="col"|144p|59.727500569606|-Color depth and color 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
|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>
|}
 
===Portables===
{| class="wikitable"
|-
! scope="col"|System
! scope="col"|Native Resolution (<abbr title="Width">W</abbr>x<abbr title="Height">H</abbr>)
! 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>
|}
==Home computers==
''To be added''
==External links==
[[Wikipedia:List_of_common_resolutions#Analog_systems|Wikipedia - List of common resolutions: Analog systems]]
==Notes==
===Notes (consoles)===
;Notes (2D consoles)
<references group=N />
;Notes (3D consoles)<references group=O />;Notes (Portable consoles)<references group=Color encodingP />==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. =Notes (computers)=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.''To be added''
[[Category:FAQs]]
 
==External links==
[[Wikipedia:List_of_common_resolutions#Analog_systems|Wikipedia - List of common resolutions: Analog systems]]
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