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Resolution

302 bytes added, 28 April
3D Consoles
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|[[Fairchild Channel F emulators|Fairchild Channel F]]
|102x58
|8 colors
|240p
|60 (NTSC), 50 (PAL)<ref group=N name=five>Preliminary or approximate value.</ref>
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|[[Atari 2600 emulators|Atari 2600]]
|240p
|60 (NTSC), 50 (PAL)<ref group=N name=five>Preliminary or approximate value.</ref>
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|[[Astrocade|Bally Astrocade]]
|160x104
|256 colors, Color/Luminance
|240p
|60 (NTSC)<ref group=N name=five>Preliminary or approximate value.</ref>
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|[[Intellivision emulators|Mattel Intellivision]]
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|[[Nintendo 64 emulators|Nintendo 64]]
|320x200, 320x400, 320x240, 320x480, 640×240, 640×480, 640x600<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>
|240p, 480i (NTSC), 576i (PAL)
|[[Sega Saturn emulators|Sega Saturn]]
|320×224p, 320×240p, 320×256p, 352×224p, 352×240p, 352×256p, 640×224p, 640×240p, 640×256p, 704x224p, 704×240p
320×448i, 320×480i, 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
|240p, 480i (NTSC), 480p, 576i (PAL)
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|[[PlayStation emulators|PlayStation]]
|256×224p, 256x240p, 320x224p, 320×240p, 352x224p368x224p, 352x240p368x240p, 512x224p, 512×240p, 640x224p, 640x240p, 704x224p, 704x240p256x448i, 256x480i, 320x448i, 320x480i, 352x448i368x448i, 352x480i368x480i, 512x448i, 512x480i, 640x448i, 640×480i, 704x448i, 704x480i<ref group=O name=psxres>https://www.problemkaputt.de/psxspx-gpu-status-register.htm</ref>
256x448p, 256x480p, 320x448p, 320x480p, 352x448p368x448p, 352x480p368x480p, 512x448p, 512x480p, 640x448p, 640×480p, 720x448p, 720x480p
|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> 576i (PAL)
|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), 1440i 1080i (Gran Turismo 4)
|59.94 (NTSC), 50 (PAL)<ref group=O name=five></ref>
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|[[Xbox emulators|Xbox]]
|640×480, 640x576, 720x576, 1280x720, 1920x1080, 1920x1440
|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>
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||[[Xbox 360 emulators|Xbox 360]]
|640x480, 720x576, 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
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|[[PlayStation 3 emulators|PlayStation 3]]
|640x480, 640x576, 1280x720, 960x1080, 1280x1080, 1440x1080, 1600x1200, 1920x1080, 2048x1536
|24-bit, RGB
|240p, 480i (NTSC), 576i (PAL), 480p, 576p, 720p, 1080i, 1080p|59.94 (NTSC), 50 (PAL)<ref group=O name=five></ref>, 75Hz, 120Hz
|}
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