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Resolution

3,066 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.==Consoles=====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]]
|59.922751013551 (NTSC), 49.701460119948 (PAL)
|}
<references group=N />
===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"|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
|-
|[[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 59.94 (NTSC), 50 (PAL)<ref group=O name=five></ref>
|-
|[[Sega Dreamcast emulators|Sega Dreamcast]]
|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>
|}
<references group=O />
===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)
|-
|60<ref group=P name=five></ref>
|}
<references group=P />
 
==Home computers==
''To be added''
 
==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==
{{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.
[[Category:FAQs]]
 
==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=P />
===Notes (computers)===
''To be added''
[[Category:FAQs]]
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