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any values marked with an asterisk are specified by games, and are provided as
recommendations.
resolution and scaling notes
the aspect ratio of 3:2 was chosen as a compromise between the retro gaming
authenticity of 4:3 and the need to fill 16:9 widescreen monitors.
the virtual display is to be scaled to the largest integer scaling which will
fit within physical display without cropping, then centered. any remaining is
to be black (rgb 0, 0, 0).
the vertical resolution of 180 is a factor of most common display resolutions,
and should therefore fit most displays well with integer scaling:
physical resolution
scale factor
scaled resolution
horizontal padding
1280x720
4x
1080x720
100px
1920x1080
6x
1620x1080
150px
2560x1440
8x
2160x1440
200px
3840x2160
12x
3240x2160
300px
audio
property
value
sample rate
44100hz*
bit depth
32 (ieee floating point)
channels
2 (left/right, interleaved)
buffer length
735 per channel*
any values marked with an asterisk are specified by games, and are provided as
recommendations.
timing notes
audio and video generation are to be kept in perfect sync, 735 samples being one
buffer per 60hz frame at the sample rate of 44100hz.
the buffer length of 735 is as exposed to the game. in most cases, it will be
recommended for performance and compatability reasons to allocate a larger
buffer internal to the host which batches several frames' samples together for
submission to a system audio api.
input
property
value
maximum simulataneous gamepads
4*
force feedback/rumble
256 intensity levels including deactivated
d-pads per gamepad
1
face buttons per gamepad
4 (arranged like a d-pad)
triggers per gamepad
2 (left/right)
other buttons per gamepad
1 (pause)
any values marked with an asterisk are specified by games, and are provided as
recommendations.