Resolution

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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 the many of 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.

Consoles

2D Consoles

2D consoles generally are consoles from the 2nd to 4th generation of video game consoles, or fantasy consoles recreating the experience of them.
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]
Atari 2600 160×192[N 3] 128 (NTSC)/104 (PAL) colors, Color/Luminance 240p 59.922751013551 (NTSC), 49.860759671615 (PAL)
Atari 7800 160×192,320x192,160x224,320x224[N 4] 256 colors, Color/Luminance 240p 60 (NTSC), 50 (PAL)[N 5]
Mattel Intellivision 160×192 16 colors 240p 60 (NTSC), 50 (PAL)[N 5]
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) 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 5]
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)

3D Consoles

3D consoles generally are consoles from the 5th generation and later, or fantasy consoles recreating the experience of them.
System Native Resolution (WxH) 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 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, 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]
Xbox 640×480, 1280x720, 1920x1080 24-bit, RGB 480i (NTSC), 576i (PAL), 480p, 720p, 1080i [O 10] 59.94 (NTSC), 50 (PAL)[O 3]
Xbox 360 640x480, 1280x720, 1920x1080[O 11] 24-bit, RGB 480i (NTSC), 576i (PAL), 480p, 576p, 720p, 1080i, 1080p 59.94 (NTSC), 50 (PAL)[O 3]
PlayStation 3 640x480, 1280x720, 960x1080, 1280x1080, 1440x1080, 1920x1080 24-bit, RGB 480i (NTSC), 576i (PAL), 480p, 576p, 720p, 1080i, 1080p 59.94 (NTSC), 50 (PAL)[O 3]

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
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]

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), Color/Luminance [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]
Commodore 64 160x200,320x200 16 colors 240p,288p 60 (NTSC), 50 (PAL)[Q 2]
Sinclair ZX Spectrum 256x192 15 colors, RGB 288p 50 (PAL)[Q 2]
Amstrad CPC464/664/6128 160x200,320x200,640x200 27 colors, RGB 288p 50 (PAL)[Q 2]
Amstrad 464+/6128+ 160x200,320x200,640x200 4096 colors, RGB 288p 50 (PAL)[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]

External links

Wikipedia - List of common resolutions: Analog systems

Notes

Notes (consoles)

Notes (2D consoles)
  1. Sourced from here: 64x32 (Original CHIP-8), 64x48 (CHIP-8 for ETI-660) 64x64 (Two-page display for CHIP-8, Two-page display for CHIP-8X, CHIP-8 for ETI-660 with high resolution, CHIP-8 AE (ACE Extended), CHIP-BETA). 64x128 (HI-RES CHIP-8, Hi-res CHIP-8X, CHIP-8 AE (ACE Extended)), 128x64 (CHIP-VDU / CHIP-8 for the ACE VDU, CHIP-10, CHIP-8 AE (ACE Extended), S-CHIP) 256x192 (Megachip)
  2. 1-bit monochrome (original), 2-bit 4 colors (XO-CHIP), 4-bit 16 colors (HYPERCHIP-64) 8-bit 255 colors (Megachip).
  3. 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.
  4. As with the Atari 2600, the vertical resolution is determined by the game, typically between 192 and 224
  5. 5.0 5.1 5.2 Preliminary or approximate value.
  6. The NES has a 6-bit palette, but not all of the 64 possible entries maps to unique colors.
Notes (3D consoles)
  1. 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.
  2. 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. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 Preliminary or approximate value.
  4. 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
  5. The PSX does support 480p mode if you use an RGB SCART (or VGA) cable, see [1]
  6. 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
  7. A variety of display moves are possible for homebrew programs, see [2]
  8. Similar to N64, games ran at various resolutions internally[3], though output is usually in 480p.
  9. https://wiibrew.org/wiki/Video_output
  10. 480p and higher resolutions only available on NTSC and modified Xboxes
  11. The Xbox 360's GPU is very flexible when it comes to the resolutions it can use, scaling it on the fly without needing a separate framebuffer
Notes (Portable consoles)
  1. 1.0 1.1 Preliminary or approximate value.
  2. 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].

Notes (computers)

  1. The original Apple II doesn't actually implement color in hardware, instead utilising a quirk of how NTSC displays video to generate color, as the pixel clock is the same as the NTSC subcarrier. As a consequence, PAL Apple IIs would display in black and white unless a separate PAL color card was added
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Preliminary or approximate value.
  3. The early Atari 400/800 models used the CTIA chip which supports 128 colors, models manufactured after 1981 used the updated GTIA chip which increases this to 256