Difference between revisions of "Resolution"
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! scope="col"|System | ! scope="col"|System | ||
! scope="col"|Native Resolution | ! 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]] | |[[Atari 2600 emulators|Atari 2600]] | ||
− | |160×192 | + | |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]] | |[[Nintendo Entertainment System emulators|NES]] | ||
− | | | + | |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), 50.006978908189 (PAL) | ||
|- | |- | ||
|[[Master System emulators|Sega Master System]] | |[[Master System emulators|Sega Master System]] | ||
|256×192, 256×224, 256x240 (some PAL games) | |256×192, 256×224, 256x240 (some PAL games) | ||
+ | |64 colors, RGB | ||
+ | |240p | ||
+ | |59.922751013551 (NTSC), 49.701460119948 (PAL) | ||
|- | |- | ||
|[[Super Nintendo emulators|SNES]] | |[[Super Nintendo emulators|SNES]] | ||
− | | | + | |256×224p, 256×239p, 512×224p, 512×239p |
+ | 512×448i, 512×478i | ||
+ | |15-bit, RGB | ||
+ | |240p, 480i | ||
+ | |60.098813897441 (NTSC), 50.006978908189 (PAL) | ||
|- | |- | ||
|[[Virtual Boy emulators|Virtual Boy]] | |[[Virtual Boy emulators|Virtual Boy]] | ||
|384×224 (per screen) | |384×224 (per screen) | ||
+ | |4 shades of red | ||
+ | |224p | ||
+ | |50.273487773488 | ||
|- | |- | ||
|[[Sega Genesis emulators|Sega Genesis]] | |[[Sega Genesis emulators|Sega Genesis]] | ||
− | |320×224, 256×224, 320x240 (some PAL games) | + | |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 | + | |[[Game Boy/Game Boy Color emulators|Game Boy/Color]] |
|160×144 | |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]] | |[[Nintendo 64 emulators|Nintendo 64]] | ||
− | |640×240, 640×480 | + | |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, 704×240p | ||
+ | 320×448i, 320×512i, 320×480i, 352×448i, 320×480i, 352×512i, 640×448i, 640×480i, 640×512i, 704×448i, 704×480i, 704×512i | ||
+ | |15-bit/24-bit, RGB | ||
+ | |240p, 480i (NTSC), 480p, 576i (PAL) | ||
+ | |60 (NTSC), 50 (PAL)<ref group=N name=five></ref> | ||
|- | |- | ||
|[[PlayStation emulators|PlayStation]] | |[[PlayStation emulators|PlayStation]] | ||
− | |256×224p, 256x240p, 320x224p, 320×240p, 512x224p, 512×240p, 640x224p, 640x240p | + | |256×224p, 256x240p, 320x224p, 320×240p, 352x224p, 352x240p, 512x224p, 512×240p, 640x224p, 640x240p, 704x224p, 704x240p |
− | 320x448i, 320x480i, | + | 256x448i, 256x480i, 320x448i, 320x480i, 352x448i, 352x480i, 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>non-interlaced hi-res mode is possible 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]] | |[[WonderSwan emulators|WonderSwan]] | ||
|224×144 | |224×144 | ||
+ | |4096 colors, RGB | ||
+ | |144p | ||
+ | |75.471698113207 | ||
|- | |- | ||
|[[Game Boy Advance emulators|Game Boy Advance]] | |[[Game Boy Advance emulators|Game Boy Advance]] | ||
|240×160 | |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]] | |[[PlayStation 2 emulators|PlayStation 2]] | ||
− | | | + | |256x192, 256x224, 256x240, 320x192, 320x224, 320x200, 256x384, 320x240, 320x400, 320x480, 400x240, 400x480, 640x200, 800x250, 512x384, 512x192, 400x500, 600x480, 640x512, 640x240, 800x500, 640x400, 640×480, 640x960, 640x1440 |
− | + | |24-bit, RGB | |
− | + | |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]] | |[[Sega Dreamcast emulators|Sega Dreamcast]] | ||
− | |640×480 | + | |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]] | |[[GameCube emulators|GameCube]] and [[Wii emulators|Wii]] | ||
|596×448 | |596×448 | ||
608×456 | 608×456 | ||
− | 640×480< | + | 640×480<ref 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.</ref> |
etc | 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]] | |[[Nintendo DS emulators|Nintendo DS]] | ||
− | |256×192 | + | |256×192 (per screen) |
+ | |18-bit, RGB | ||
+ | |192p | ||
+ | |59.826098288081 | ||
|- | |- | ||
|[[PlayStation Portable emulators|PlayStation Portable]] | |[[PlayStation Portable emulators|PlayStation Portable]] | ||
|480×272 | |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]] | |[[Nintendo 3DS emulators|Nintendo 3DS]] | ||
− | |800x240 top screen | + | |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 | 320x240 bottom screen | ||
+ | |24-bit, RGB | ||
+ | |240p | ||
+ | |60<ref group=N name=five></ref> | ||
|} | |} | ||
+ | <references group=N /> | ||
− | + | ==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== | ==Integer Scaling== | ||
Line 79: | Line 150: | ||
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. | 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]] | [[Category:FAQs]] | ||
+ | |||
+ | ==External links== | ||
+ | [[Wikipedia:List_of_common_resolutions#Analog_systems|Wikipedia - List of common resolutions: Analog systems]] |
Latest revision as of 12:02, 24 April 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.
Console Resolutions[edit]
System | Native Resolution | Color depth and color space | Video display resolution | Native Refresh Rate (Hz) |
---|---|---|---|---|
Atari 2600 | 160×192[N 1] | 128 colors, Color/Luminance | 240p | 59.922751013551 (NTSC), 49.860759671615 (PAL) |
NES | 256×240 | 52 colors, Color/Luminance[N 2] | 240p | 60.098813897441 (NTSC), 50.006978908189 (PAL) |
Sega Master System | 256×192, 256×224, 256x240 (some PAL games) | 64 colors, RGB | 240p | 59.922751013551 (NTSC), 49.701460119948 (PAL) |
SNES | 256×224p, 256×239p, 512×224p, 512×239p
512×448i, 512×478i |
15-bit, RGB | 240p, 480i | 60.098813897441 (NTSC), 50.006978908189 (PAL) |
Virtual Boy | 384×224 (per screen) | 4 shades of red | 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) |
512 colors, RGB | 240p, 480i | 59.922751013551 (NTSC), 49.701460119948 (PAL) |
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 |
Nintendo 64 | 320x200, 320x400, 320x240, 320x480, 640×240, 640×480, 640x600[N 3] | 15-bit/21-bit, RGB[N 4] | 240p, 480i (NTSC), 576i (PAL) | 60 (NTSC), 50 (PAL)[N 5] |
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, 320×512i, 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)[N 5] |
PlayStation | 256×224p, 256x240p, 320x224p, 320×240p, 352x224p, 352x240p, 512x224p, 512×240p, 640x224p, 640x240p, 704x224p, 704x240p
256x448i, 256x480i, 320x448i, 320x480i, 352x448i, 352x480i, 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[N 6] | 240p, 480i (NTSC), 480p, [N 7] 576i (PAL) | 59.940060138702 (NTSC), 50.00028192997 (PAL) |
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 |
PlayStation 2 | 256x192, 256x224, 256x240, 320x192, 320x224, 320x200, 256x384, 320x240, 320x400, 320x480, 400x240, 400x480, 640x200, 800x250, 512x384, 512x192, 400x500, 600x480, 640x512, 640x240, 800x500, 640x400, 640×480, 640x960, 640x1440 | 24-bit, RGB | 240p, 480i (NTSC), 480p, 576i (PAL), 576p, 720p, 960i (GSM Selector), 1080i (Gran Turismo 4) | 60 (NTSC), 50 (PAL)[N 5] |
Sega Dreamcast | 320x240, 640×480, 672x480, 544x608, 416x768, 384x864, 320x960 [N 8] | 24-bit, RGB | 240p, 480i (NTSC), 480p, 576i (PAL), 576p, 720p, 960p [N 9] | 60 (NTSC), 50 (PAL)[N 5], 75Hz, 120Hz [N 8] |
GameCube and Wii | 596×448
608×456 640×480[N 10] etc |
24-bit, RGB | 240p, 480i (NTSC), 480p, 576i (PAL), 576p, [N 11] 960i, 1080i, 1152i (through Swiss) | 60 (NTSC), 50 (PAL)[N 5] |
Nintendo DS | 256×192 (per screen) | 18-bit, RGB | 192p | 59.826098288081 |
PlayStation Portable | 480×272 | 24-bit, RGB | 272p, 480i, 480p (PSP-2000 and 3000 models with video cables) | 60[N 5] |
Nintendo 3DS | 800x240 top screen[N 12]
320x240 bottom screen |
24-bit, RGB | 240p | 60[N 5] |
- ↑ 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.
- ↑ The NES has a 6-bit palette, but not all of the 64 possible entries maps to unique colors.
- ↑ 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.
- ↑ 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
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 Preliminary or approximate value.
- ↑ 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
- ↑ non-interlaced hi-res mode is possible if you use an RGB SCART (or VGA) cable, see [1]
- ↑ 8.0 8.1 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
- ↑ A variety of display moves are possible for homebrew programs, see [2]
- ↑ Similar to N64, games ran at various resolutions internally[3], though output is usually in 480p.
- ↑ https://wiibrew.org/wiki/Video_output
- ↑ 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 [4].
Color encoding[edit]
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[edit]
- 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.