Difference between revisions of "Resolution"
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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. | 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. | ||
− | == | + | |
+ | ==2D Consoles== | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
Line 8: | Line 9: | ||
! scope="col"|Native Resolution | ! scope="col"|Native Resolution | ||
! scope="col"|Color depth and color space | ! scope="col"|Color depth and color space | ||
− | ! scope= | + | ! scope="col"|Video display resolution |
! scope="col"|Native Refresh Rate (Hz) | ! scope="col"|Native Refresh Rate (Hz) | ||
|- | |- | ||
Line 21: | Line 22: | ||
|256 colors, Color/Luminance | |256 colors, Color/Luminance | ||
|240p | |240p | ||
− | |60 (NTSC), 50 (PAL)<ref group=N name=five></ref> | + | |60 (NTSC), 50 (PAL)<ref group=N name=five>Preliminary or approximate value.</ref> |
|- | |- | ||
|[[Intellivision emulators|Mattel Intellivision]] | |[[Intellivision emulators|Mattel Intellivision]] | ||
Line 53: | Line 54: | ||
|240p, 480i | |240p, 480i | ||
|60.098813897441 (NTSC), 50.006978908189 (PAL) | |60.098813897441 (NTSC), 50.006978908189 (PAL) | ||
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|- | |- | ||
|[[Sega Genesis emulators|Sega Genesis]] | |[[Sega Genesis emulators|Sega Genesis]] | ||
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|240p, 480i | |240p, 480i | ||
|59.922751013551 (NTSC), 49.701460119948 (PAL) | |59.922751013551 (NTSC), 49.701460119948 (PAL) | ||
+ | |} | ||
+ | <references group=N /> | ||
+ | |||
+ | ==3D Consoles== | ||
+ | {| class="wikitable" | ||
|- | |- | ||
− | | | + | ! 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) | |
− | |||
− | | | ||
− | | | ||
− | |||
− | |||
− | |||
|- | |- | ||
|[[Nintendo 64 emulators|Nintendo 64]] | |[[Nintendo 64 emulators|Nintendo 64]] | ||
− | |320x200, 320x400, 320x240, 320x480, 640×240, 640×480, 640x600<ref group= | + | |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= | + | |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) | |240p, 480i (NTSC), 576i (PAL) | ||
− | |60 (NTSC), 50 (PAL)<ref group= | + | |60 (NTSC), 50 (PAL)<ref group=O name=five>Preliminary or approximate value.</ref> |
|- | |- | ||
|[[Sega Saturn emulators|Sega Saturn]] | |[[Sega Saturn emulators|Sega Saturn]] | ||
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|15-bit/24-bit, RGB | |15-bit/24-bit, RGB | ||
|240p, 480i (NTSC), 480p, 576i (PAL) | |240p, 480i (NTSC), 480p, 576i (PAL) | ||
− | |60 (NTSC), 50 (PAL)<ref group= | + | |60 (NTSC), 50 (PAL)<ref group=O name=five></ref> |
|- | |- | ||
|[[PlayStation emulators|PlayStation]] | |[[PlayStation emulators|PlayStation]] | ||
Line 97: | Line 91: | ||
256x448p, 256x480p, 320x448p, 320x480p, 352x448p, 352x480p, 512x448p, 512x480p, 640x448p, 640×480p, 720x448p, 720x480p | 256x448p, 256x480p, 320x448p, 320x480p, 352x448p, 352x480p, 512x448p, 512x480p, 640x448p, 640×480p, 720x448p, 720x480p | ||
− | |16-bit/24-bit, RGB<ref group= | + | |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= | + | |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) |
|59.940060138702 (NTSC), 50.00028192997 (PAL) | |59.940060138702 (NTSC), 50.00028192997 (PAL) | ||
+ | |- | ||
+ | |[[PlayStation 2 emulators|PlayStation 2]] | ||
+ | |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, 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=O name=five></ref> | ||
+ | |- | ||
+ | |[[Sega Dreamcast emulators|Sega Dreamcast]] | ||
+ | |320x240, 640×480, 672x480, 544x608, 416x768, 384x864, 320x960 <ref group=O 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=O 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=O name=five></ref>, 75Hz, 120Hz <ref group=O name=dc2></ref> | ||
+ | |- | ||
+ | |[[GameCube emulators|GameCube]] and [[Wii emulators|Wii]] | ||
+ | |596×448 | ||
+ | 608×456 | ||
+ | 640×480<ref group=O 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 | ||
+ | |24-bit, RGB | ||
+ | |240p, 480i (NTSC), 480p, 576i (PAL), 576p, <ref group=O name=wii>https://wiibrew.org/wiki/Video_output</ref> 960i, 1080i, 1152i (through Swiss) | ||
+ | |60 (NTSC), 50 (PAL)<ref group=O name=five></ref> | ||
+ | |} | ||
+ | <references group=O /> | ||
+ | |||
+ | ==Handhelds== | ||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! 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) | ||
+ | |- | ||
+ | |[[Virtual Boy emulators|Virtual Boy]] | ||
+ | |384×224 (per screen) | ||
+ | |4 shades of red | ||
+ | |224p | ||
+ | |50.273487773488 | ||
+ | |- | ||
+ | |[[Game Boy/Game Boy Color emulators|Game Boy/Color]] | ||
+ | |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 | ||
|- | |- | ||
|[[WonderSwan emulators|WonderSwan]] | |[[WonderSwan emulators|WonderSwan]] | ||
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|? | |? | ||
|N/A | |N/A | ||
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|[[Nintendo DS emulators|Nintendo DS]] | |[[Nintendo DS emulators|Nintendo DS]] | ||
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|24-bit, RGB | |24-bit, RGB | ||
|272p, 480i, 480p (PSP-2000 and 3000 models with video cables) | |272p, 480i, 480p (PSP-2000 and 3000 models with video cables) | ||
− | |60<ref group= | + | |60<ref group=P name=five>Preliminary or approximate value.</ref> |
|- | |- | ||
|[[Nintendo 3DS emulators|Nintendo 3DS]] | |[[Nintendo 3DS emulators|Nintendo 3DS]] | ||
− | |800x240 top screen<ref group= | + | |800x240 top screen<ref group=P 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 | |24-bit, RGB | ||
|240p | |240p | ||
− | |60<ref group= | + | |60<ref group=P name=five></ref> |
|} | |} | ||
− | <references group= | + | <references group=P /> |
+ | |||
+ | ==Home computers== | ||
+ | ''To be added'' | ||
==Color encoding== | ==Color encoding== |
Revision as of 16:17, 27 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.
Contents
2D Consoles
System | Native Resolution | Color depth and color space | Video display resolution | Native Refresh Rate (Hz) |
---|---|---|---|---|
Atari 2600 | 160×192[N 1] | 128 (NTSC)/104 (PAL) colors, Color/Luminance | 240p | 59.922751013551 (NTSC), 49.860759671615 (PAL) |
Atari 7800 | 160×192,320x192,160x224,320x224[N 2] | 256 colors, Color/Luminance | 240p | 60 (NTSC), 50 (PAL)[N 3] |
Mattel Intellivision | 160×192 | 16 colors | 240p | 60 (NTSC), 50 (PAL)[N 3] |
NES | 256×240 | 52 colors, Color/Luminance[N 4] | 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) |
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) |
- ↑ 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.
- ↑ As with the Atari 2600, the vertical resolution is determined by the game, typically between 192 and 224
- ↑ 3.0 3.1 3.2 Preliminary or approximate value.
- ↑ The NES has a 6-bit palette, but not all of the 64 possible entries maps to unique colors.
3D Consoles
System | Native Resolution | Color depth and color space | Video display resolution | Native Refresh Rate (Hz) |
---|---|---|---|---|
Nintendo 64 | 320x200, 320x400, 320x240, 320x480, 640×240, 640×480, 640x600[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, 320×512i, 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)[O 3] |
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[O 4] | 240p, 480i (NTSC), 480p, [O 5] 576i (PAL) | 59.940060138702 (NTSC), 50.00028192997 (PAL) |
PlayStation 2 | 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, 640x1440 | 24-bit, RGB | 240p, 480i (NTSC), 480p, 576i (PAL), 576p, 720p, 960i (GSM Selector), 1080i (Gran Turismo 4) | 60 (NTSC), 50 (PAL)[O 3] |
Sega Dreamcast | 320x240, 640×480, 672x480, 544x608, 416x768, 384x864, 320x960 [O 6] | 24-bit, RGB | 240p, 480i (NTSC), 480p, 576i (PAL), 576p, 720p, 960p [O 7] | 60 (NTSC), 50 (PAL)[O 3], 75Hz, 120Hz [O 6] |
GameCube and Wii | 596×448
608×456 640×480[O 8] etc |
24-bit, RGB | 240p, 480i (NTSC), 480p, 576i (PAL), 576p, [O 9] 960i, 1080i, 1152i (through Swiss) | 60 (NTSC), 50 (PAL)[O 3] |
- ↑ 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
- ↑ 3.0 3.1 3.2 3.3 3.4 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
- ↑ The PSX does support 480p mode if you use an RGB SCART (or VGA) cable, see [1]
- ↑ 6.0 6.1 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
Handhelds
System | Native Resolution | 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 |
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 | 192p | 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 | 240p | 60[P 1] |
- ↑ 1.0 1.1 Preliminary or approximate value.
- ↑ 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].
Home computers
To be added
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
- 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.