Difference between revisions of "Resolution"
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==Fantasy systems== | ==Fantasy systems== | ||
+ | Fantasy consoles and computers are intended to replicate the experience of older video game consoles. | ||
+ | {| 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 | ||
+ | |- | ||
+ | |4BoD | ||
+ | |16x16 | ||
+ | |1-bit monochrome | ||
+ | |- | ||
+ | |Mini Micro | ||
+ | |960x640 | ||
+ | |- | ||
+ | |[[Fantasy_system_emulators#PICO-8|PICO-8]] | ||
+ | |128x128 | ||
+ | |16 colors | ||
+ | |- | ||
+ | |[[Fantasy_system_emulators#Vircon32|Vircon32]] | ||
+ | |640x360 | ||
+ | |24-bit, RGB | ||
+ | |- | ||
+ | |[[Fantasy_system_emulators#TIC-80|TIC-80]] | ||
+ | |240x136 | ||
+ | |16 colors | ||
+ | |||
==External links== | ==External links== | ||
[[Wikipedia:List_of_common_resolutions#Analog_systems|Wikipedia - List of common resolutions: Analog systems]] | [[Wikipedia:List_of_common_resolutions#Analog_systems|Wikipedia - List of common resolutions: Analog systems]] |
Revision as of 21:35, 11 May 2024
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 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.
SECAM is a third color standard but due to many of the countries that used it were Second World and Third World few consoles would use that format, and consoles and home computers released in France would often use RGB SCART cables instead. See this Wikipedia article for a list of current and former SECAM countries
- Colorspaces
The 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 article: 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 Pixellate shader.
Contents
Consoles
2D Consoles
- 2D consoles generally are consoles from the 2nd to 4th generation of video game consoles.
System | Native Resolution (WxH) | Color depth and color space | Video display resolution | Native Refresh Rate (Hz) |
---|---|---|---|---|
CHIP-8 | 64x32 (original) Extensions: 64x48, 64x64, 64x128, 128x64, 256x192[N 1] |
Monochrome (original) Extensions: 4 colours, 16 colours, 255 colours.[N 2] |
||
Fairchild Channel F | 102x58 | 8 colors | 240p | 60 (NTSC), 50 (PAL)[N 3] |
Atari 2600 | 160×192[N 4] | 128 (NTSC)/104 (PAL) colors, Color/Luminance | 240p | 59.922751013551 (NTSC), 49.860759671615 (PAL) |
Atari 7800 | 160×192,320x192,160x224,320x224[N 5] | 256 colors, Color/Luminance | 240p | 60 (NTSC), 50 (PAL)[N 3] |
Bally Astrocade | 160x104 | 256 colors, Color/Luminance | 240p | 60 (NTSC)[N 3] |
Mattel Intellivision | 160×192 | 16 colors | 240p | 60 (NTSC), 50 (PAL)[N 3] |
NES | 256×240 | 52 colors, Color/Luminance[N 6] | 240p | 60.098813897441 (NTSC), 50.006978908189 (PAL) |
Sega Master System | 256×192, 256×224, 256x240 (some PAL games) [N 7] | 64 colors, RGB | 240p | 59.922751013551 (NTSC), 49.701460119948 (PAL) |
NEC PC Engine | 256×224,336x224,512x224,512x240 | 512 colors, RGB | 240p | 60 (NTSC), 50 (PAL)[N 3] |
SNES | 256×224p, 256×239p, 512×224p, 512×239p
512×448i, 512×478i |
15-bit, RGB | 240p, 480i | 60.098813897441 (NTSC), 50.006978908189 (PAL) |
Sega Genesis | 320×224, 256×224, 320x240 (some PAL games), 256x240 (some PAL games),
320×448, 256×448, 320x480 (some PAL games), 256x480 (some PAL games) |
512 colors, RGB | 240p, 480i | 59.922751013551 (NTSC), 49.701460119948 (PAL) |
Sega 32X | 320×224, 320x240 (PAL only) | 15-bit, RGB | 240p | 59.922751013551 (NTSC), 49.701460119948 (PAL) |
SNK Neo Geo AES | 320x224 | 16-bit, RGBI | 240p | 60 (NTSC), 50 (PAL)[N 3] |
3D Consoles
- 3D consoles generally are consoles from the 5th generation and later.
System | Native Resolution (WxH) | Color depth and color space | Video display resolution | Native Refresh Rate (Hz) |
---|---|---|---|---|
Nintendo 64 | 320x200, 320x400, 320x240, 320x480, 640x200, 640×240, 640x400, 640×480[O 1] | 15-bit/21-bit, RGB[O 2] | 240p, 480i (NTSC), 576i (PAL) | 60 (NTSC), 50 (PAL)[O 3] |
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, 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) | 60 (NTSC), 50 (PAL)[O 3] |
PlayStation | 256×224p, 256x240p, 320x224p, 320×240p, 368x224p, 368x240p, 512x224p, 512×240p, 640x224p, 640x240p, 704x224p, 704x240p
256x448i, 256x480i, 320x448i, 320x480i, 368x448i, 368x480i, 512x448i, 512x480i, 640x448i, 640×480i, 704x448i, 704x480i [O 4] 256x448p, 256x480p, 320x448p, 320x480p, 368x448p, 368x480p, 512x448p, 512x480p, 640x448p, 640×480p, 704x448p, 704x480p |
16-bit/24-bit, RGB[O 5] | 240p, 480i (NTSC), 480p, [O 6] 576i (PAL) | 59.940060138702 (NTSC), 50.00028192997 (PAL) |
PlayStation 2 | 256x192, 256x224, 256x240, 256x440, 256x480, 256x540, 320x192, 320x224, 300x240, 320x200, 256x384, 320x240, 320x400, 320x480, 320x440, 320x270, 320x540, 300x480, 400x240, 400x480, 400x250, 640x200, 800x250, 800x240, 512x224, 512x384, 512x192, 512x440, 512x540, 400x500, 600x480, 640x512, 640x240, 640x270, 800x500, 640x224, 640x400, 640x440, 640×480, 640x540, 800x480, 576x768, 640x864, 640x960 | 24-bit, RGB | 240p, 480i (NTSC), 480p, 576i (PAL), 576p, 720p, 960i (GSM Selector), 1080i (Gran Turismo 4) | 59.94 (NTSC), 50 (PAL)[O 3] |
Sega Dreamcast | 320x240, 256x224, 512x240, 640×480, 672x480, 544x608, 400x240, 416x768, 384x864, 320x960 [O 7] | 24-bit, RGB | 240p, 480i (NTSC), 480p, 576i (PAL), 576p, 720p, 960p [O 8] | 60 (NTSC), 50 (PAL)[O 3], 75Hz, 120Hz [O 7] |
GameCube and Wii | 596×448
608×456 640x480, 640×576[O 9] etc |
24-bit, RGB | 240p, 480i (NTSC), 480p, 576i (PAL), 576p, [O 10] 960i, 1080i, 1152i (through Swiss) | 60 (NTSC), 50 (PAL)[O 3] |
Xbox | 640×480, 640x576, 720x576, 1024x768, 1280x720, 1280x1024, 1920x1080, 2048x1536 | 24-bit, RGB | 480i (NTSC), 576i (PAL), 480p, 720p, 1080i [O 11] | 59.94 (NTSC), 50 (PAL)[O 3] |
Xbox 360 | 640x480, 720x576, 1280x720, 1920x1080[O 12] | 24-bit, RGB | 480i (NTSC), 576i (PAL), 480p, 576p, 720p, 1080i, 1080p | 59.94 (NTSC), 50 (PAL)[O 3] |
PlayStation 3 | 640x480, 640x576, 704x480, 704x576, 1280x720, 960x1080, 1280x1080, 1440x1080, 1440x1152, 1600x1080, 1600x1200, 1920x1080, 1920x1200, 1920x1280, 1920x1440, 2048x1152, 2048x1536, 2560x1600[O 13] | 24-bit, RGB | 480i (NTSC), 576i (PAL), 480p, 576p, 720p, 1080i, 1080p[O 14] | 59.94 (NTSC), 50 (PAL)[O 3], 75Hz, 120Hz |
Portables
System | Native Resolution (WxH) | Color depth and color space | Video display resolution | Native Refresh Rate (Hz) |
---|---|---|---|---|
Virtual Boy | 384×224 (per screen) | 4 shades of red | 224p | 50.273487773488 |
Game Boy/Color | 160×144 | 15-bit, RGB (4 shades of grey for non-color games) | 144p | 59.727500569606 |
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 |
SNK Neo Geo Pocket Color | 160x152 | 4096 colors, RGB | 152p | 60[P 1] |
WonderSwan | 224×144 | 4096 colors, RGB | 144p | 75.471698113207 |
Game Boy Advance | 240×160 | 15-bit, RGB | 160p | 59.727500569606 |
Pokémon Mini | 96×64 | 1-bit monochrome | ? | N/A |
Nintendo DS | 256×192 (per screen) | 18-bit, RGB | 2x192p | 59.826098288081 |
PlayStation Portable | 480×272 | 24-bit, RGB | 272p, 480i, 480p (PSP-2000 and 3000 models with video cables) | 60[P 1] |
Nintendo 3DS | 800x240 top screen[P 2]
320x240 bottom screen |
24-bit, RGB | 2x240p | 60[P 1] |
Home computers
System | Native Resolution (WxH) | Color depth and color space | Video display resolution | Native Refresh Rate (Hz) |
---|---|---|---|---|
Apple II | 280x192 | 6 colors (high res), 15 colors (low res) [Q 1] | 240p, 288p | 60 (NTSC), 50 (PAL)[Q 2] |
Atari 8-bit | 160x192,320x192 | 128/256 colors, Color/Luminance [Q 3] | 240p, 288p | 60 (NTSC), 50 (PAL)[Q 2] |
IBM PC (CGA) | 320x200,640x200 | 16 colors, RGBI [Q 4] | 240p | 60[Q 2] |
Commodore 64 | 160x200,320x200[Q 5] | 16 colors | 240p, 288p | 60 (NTSC), 50 (PAL)[Q 2] |
Sinclair ZX Spectrum | 256x192 | 15 colors, RGBI | 288p | 50 (PAL)[Q 2] |
Amstrad CPC464/664/6128 | 160x200,320x200,640x200[Q 6] | 27 colors, RGB | 288p | 50 (PAL)[Q 2] |
Amstrad 464+/6128+ | 160x200,320x200,640x200 | 4096 colors, RGB | 288p | 50 (PAL)[Q 2] |
IBM PC (EGA) | 320x200,640x200,640x350 | 16 colors (200 line modes), 64 colors (350 line modes), RGB | 240p, 350p | 60[Q 2] |
Apple IIGS | 320x200,640x200 | 4096 colors, RGB | 240p, 288p | 60 (NTSC), 50 (PAL)[Q 2] |
Commodore Amiga | 320x200,640x200,640x400,320x256,640x256,640x512 | 4096 colors, RGB | 240p, 288p, 480i, 576i | 60 (NTSC), 50 (PAL)[Q 2] |
Fantasy systems
Fantasy consoles and computers are intended to replicate the experience of older video game consoles.
System | Native Resolution (WxH) | Color depth and color space |
---|---|---|
4BoD | 16x16 | 1-bit monochrome |
Mini Micro | 960x640 | |
PICO-8 | 128x128 | 16 colors |
Vircon32 | 640x360 | 24-bit, RGB |
TIC-80 | 240x136 | 16 colors
External linksWikipedia - List of common resolutions: Analog systems NotesNotes (consoles)
Notes (computers)
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