![]() It looks jumpy as though it was being played on a poor emulator. This plays havoc with the motion within the game footage. However, as either method would cut the running time in half, each frame may be repeated. This can be done by dropping every other frame, or by interpolating two or more adjacent frames to make one frame. Since it will not display native 60 frames per second video, it will convert it to 30 frames per second. If you post game footage to Youtube, either taken by a video capture device or an emulator, Youtube is going to convert your video. The Nintendo Wii supports 480p over component video cables and the Playstation 3 and Xbox 360 generally use 720p for HD games. A much smaller proportion of games for the Playstation 2 support progressive scan. Most Dreamcast and Gamecube and Xbox games could be played in 480p progressive scan (60 frames per second) through the use of special VGA or component video cables. 3D screens in 3D mode use 120Hz because twice as many images are being displayed.įor gaming consoles, only with the Playstation, Nintendo 64 and Sega Saturn did interlaced modes show some significant use, but they did not truly become popular until the Playstation 2. When LCDs overtook CRTs in computer display technology, 60Hz to 75Hz was generally deemed sufficient for fluid gameplay, as flicker was no longer an issue. The monochrome and Hercules cards used 50Hz, the CGA, PCjr., Tandy 1000 and EGA adapters 60Hz and the VGA, SVGA and later adapters 60Hz, 70Hz, 72Hz, 75Hz, 85Hz. The IBM PC and compatibles did not vary refresh rate by country but instead by display adapter. Handheld consoles like the Gameboy, Sega Game Gear, Nomad, Gameboy Advance all support 60 frames per second. These early consoles and computers traded graphic resolution for frame rate, primarily to reduce distracting flicker. Some home computers like the Amiga and add-on cards like the IBM 8514/A did support an interlaced signal, but this was rarely used due to the flicker perceived by the short distance between the user's screen and eyes. The Sega Genesis and Super Nintendo did support high resolution interlaced graphics, but games stuck with the low resolution modes 99.9% of the time. Thus the Atari 2600 usually supported a 160x192 resolution, the Apple II, 280x192, the Atari 8-bit, 320x192, the Commodore 64, 320x200, the IBM PC with CGA 640x200, the Colecovision and Sega Master System, 256x192 and the NES, 256x240. While Youtube describes its resolutions as 720p and 1080p, the maximum frame rate is 30 non-interlaced frames per second.Įvery computer and classic console prior to the Sega Genesis and Super Nintendo almost exclusively output a video signal at either 60 frame per second for NTSC systems or 50 frames per second for PAL systems. All videos can use be seen in any of the following formats : In fact, all videos are shown in the 16:9 video window, and 4:3 content is pillarboxed. Youtube also supported 320x240 and 480x360 resolution modes in addition to a 640x480 resolution mode.Įventually Youtube added support for 7 line modes and 16:9 widescreen modes. In the beginning, with many amateur filmmakers using whatever kind of video equipment they could find, this was not really a big deal. When Youtube and other video sharing sites were first being implemented, this was the maximum resolution they supported. Eventually, by the time of DVD, NTSC and PAL video would be able to display 720/704 horizontal dots, and the 4:3 aspect ratio would constrain the visible pixels to fit within the frame. The horizontal resolution with analog broadcast or recording equipment (tape) could be anywhere from 300-600 color dots per line. Although the TV may be drawing lines 50-60 times per second, the actual number of frames in video is 25-30 per second. The video is interlaced, with odd lines of a frame being displayed first, then the even lines. ![]() Normal TVs output a standard resolution : a 525/480 (output/visible) line resolution interlaced at 29.97Hz for NTSC and a 625/576 line resolution at 25Hz for PAL. ![]() Standard Definition Frame Rate and Aspect Ratio When it comes to videos showing footage of real retro PC and console games, Youtube and the other major video sharing sites suck.
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