Difference between revisions of "Resolution"

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Revision as of 16:30, 8 December 2023

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.

Console Resolutions

System Native Resolution Number Of Pixels Native Refresh Rate (Hz)
Atari 2600 160×192[N 1] 192p 59.922751013551 (NTSC), 49.860759671615 (PAL)
NES 256×240 240p 60.098813897441 (NTSC), 50.006978908189 (PAL)
Sega Master System 256×192, 256×224, 256x240 (some PAL games) 192p, 224p, 240p 59.922751013551 (NTSC), 49.701460119948 (PAL)
SNES 256×224p, 256×239p, 512×224p, 512×239p

512×448i, 512×478i

224p, 240p, 480i 60.098813897441 (NTSC), 50.006978908189 (PAL)
Virtual Boy 384×224 (per screen) 224p 50.273487773488
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)

224p, 240p, 480i 59.922751013551 (NTSC), 49.701460119948 (PAL)
Game Boy/Color 160×144 144p 59.727500569606
Sega Game Gear 160x144 144p 59.922751013551
Nintendo 64 320x200, 320x240, 640×240, 640×480[N 2] 240p, 480i, (NTSC), 576i (PAL) 60 (NTSC), 50 (PAL)[N 3]
Sega Saturn 320×224p, 320×240p, 320×256p, 352×224p, 352×240p, 352×256p, 640×224p, 640×240p, 640×256p, 704×240p

320×448i, 320×512i, 320×480i, 352×448i, 320×480i, 352×512i, 640×448i, 640×480i, 640×512i, 704×448i, 704×480i, 704×512i

224p, 240p, 480i 60 (NTSC), 50 (PAL)[N 3]
PlayStation 256×224p, 256x240p, 320x224p, 320×240p, 512x224p, 512×240p, 640x224p, 640x240p

256x448i, 256x480i, 320x448i, 320x480i, 370x448i, 370x480i, 512x448i, 512x480i, 640x448i, 640×480i

224p, 240p, 480i 59.940060138702 (NTSC), 50.00028192997 (PAL)
WonderSwan 224×144 144p 75.471698113207
Game Boy Advance 240×160 160p 59.727500569606
Pokémon Mini 96×64 ? N/A
PlayStation 2 512×224 512x240 512×448 512x480

640x224 640x240 640x448? 640×480 800x600 1024x768 1280x1024

224p, 240p, 480i (NTSC), 480p (NTSC), 576i (PAL), 576p (PAL), 720p 60 (NTSC), 50 (PAL)[N 3]
Sega Dreamcast 640×480

800x608 1024x768 1280x1024 1600x1200

240p, 480i (NTSC), 480p (NTSC), 576i (PAL), 576p (PAL), 720p 60 (NTSC), 50 (PAL)[N 3]
GameCube and Wii 596×448

608×456 640×480[N 4] etc

240p, 480i (NTSC), 480p (NTSC), 576i (PAL), 576p (PAL), 720p, 960i 60 (NTSC), 50 (PAL)[N 3]
Nintendo DS 256×192 (per screen) 192p 59.826098288081
PlayStation Portable 480×272 272p 60[N 3]
Nintendo 3DS 800x240 top screen[N 5]

320x240 bottom screen

240p 60[N 3]
  1. 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.
  2. 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.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Preliminary or approximate value.
  4. Similar to N64, games ran at various resolutions internally[1], though output is usually in 480p.
  5. 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 [2].

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.