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Resolution

4,609 bytes added, 26 April
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! scope="col"|System
! scope="col"|Native Resolution
! scope="col"|Color depth and color space
! scope=''col''|Video display resolution
! scope="col"|Native Refresh Rate (Hz)
|-
|[[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 colors, Color/Luminance|240p|59.922751013551 (NTSC), 49.860759671615 (PAL)
|-
|[[Nintendo Entertainment System emulators|NES]]
|256×224 256×240|52 colors, Color/Luminance<ref group=N name=nes>The NES has a 6-bit palette, but not all of the 64 possible entries maps to unique colors.</ref>|240p|60.098813897441 (NTSC), 256×240 50.006978908189 (PAL)
|-
|[[Master System emulators|Sega Master System]]
|256×192, 256×224, 256x240 (some PAL games)
|64 colors, RGB
|240p
|59.922751013551 (NTSC), 49.701460119948 (PAL)
|-
|[[Super Nintendo emulators|SNES]]
|256×224256×224p, 512×448 256×239p, 512×224p, 512×239p512×448i, 512×478i|15-bit, RGB|240p, 480i|60.098813897441 (NTSC), 256×240, 512×480 50.006978908189 (PAL)
|-
|[[Virtual Boy emulators|Virtual Boy]]
|384×224 (per screen)
|4 shades of red
|224p
|50.273487773488
|-
|[[Sega Genesis emulators|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)
|-
|[[Game Boy/Game Boy Color emulators|Game Boy/Color]], [[Master System emulators|Sega Game Gear]]
|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
|-
|[[Nintendo 64 emulators|Nintendo 64]]
|320x200, 320x400, 320x240, 320x480, 640×240, 640×480**, 640x600<ref group=N 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 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 name=five>Preliminary or approximate value.</ref>|-|[[Sega Saturn emulators|Sega Saturn]]|320×224p, 320×240p, 320×256p, 352×224p, 352×240p, 352×256p, 640×224p, 640×240p, 640×256p, 704x224p, 704×240p320×448i, 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)|60 (NTSC), 50 (PAL)<ref group=N name=five></ref>
|-
|[[PlayStation emulators|PlayStation]]
|256×224p, 256x240p, 320x224p, 320×240p, 352x224p, 352x240p, 512x224p, 512×240p, 640x224p, 640x240p, 704x224p, 704x240p256x448i, 256x480i, 320x448i, 320x480i, 370x448i352x448i, 370x480i352x480i, 512x448i, 512x480i, 640x448i, 640×480i, 704x448i, 704x480i 256x448p, 256x480p, 320x448p, 320x480p, 352x448p, 352x480p, 512x448p, 512x480p, 640x448p, 640×480p, 720x448p, 720x480p|16-bit/24-bit, RGB<ref group=N 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 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)
|-
|[[WonderSwan emulators|WonderSwan]]
|224×144
|4096 colors, RGB
|144p
|75.471698113207
|-
|[[Game Boy Advance emulators|Game Boy Advance]]
|240×160
|15-bit, RGB
|160p
|59.727500569606
|-
|[[Pokémon mini emulators|Pokémon Mini]]
|96×64
|1-bit monochrome
|?
|N/A
|-
|[[PlayStation 2 emulators|PlayStation 2]]
|512×224 512×448256x192, 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, 640x1440640x448?|24-bit, RGB640×480|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<nowikiref 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.</nowikiref>
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]]
|256×192(per screen)|18-bit, RGB|192p|59.826098288081
|-
|[[PlayStation Portable emulators|PlayStation Portable]]
|480×272
|24-bit, RGB
|272p, 480i, 480p (PSP-2000 and 3000 models with video cables)
|60<ref group=N name=five></ref>
|-
|[[Nintendo 3DS emulators|Nintendo 3DS]]
|800x240 top screen****<ref group=N 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 name=five></ref>
|}
<references group=N />
<nowiki>*</nowiki>This is ==Color encoding==On systems connected with a rough figure given for simplicity'composite, s sake-video or rf cable the color of the video signal is encoded using either NTSC or PAL. In reality, the Atari 2600 doesn't really output pixels, While NTSC and it PAL has no limits on the number of lines it can display. Howeverbecome synonymous with 60 and 50hz, 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 encoding is independent of 160x192. <nowiki>**</nowiki>While N64 games ran at various resolutions internallyrefresh rate, in practice with the hardware's VI component always doubled the scale horizontally, and output Dreamcast popularising "PAL-60" modes in either 640x240p PAL regions. Note that a RGB or 640x480i, though there component video signal is letterboxing at timesnot inherently NTSC or PAL coded<nowiki>***</nowiki>Similar to N64When playing on an emulator, games ran at various resolutions internally[https://tcrf.net/Help:Contents/Taking_Screenshots#GameCube/Wii[NTSC filters]], though output is usually in 480p. <nowiki>****</nowiki>This is the "true" resolution of the top screen and what games will can be rendered at in full 3d mode, however, due used to produce an image similar 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://enplaying on a TV.wikipedia.org/wiki/Nintendo_3DS#Hardware]
==Integer 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]]
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