- #WIDESCREEN RESOLUTION CALCULATOR HOW TO#
- #WIDESCREEN RESOLUTION CALCULATOR MOVIE#
- #WIDESCREEN RESOLUTION CALCULATOR PC#
- #WIDESCREEN RESOLUTION CALCULATOR TV#
THX requires that the back row of seats in a theater have at least a 26 degree viewing angle and recommends a 36 degree viewing angle.
#WIDESCREEN RESOLUTION CALCULATOR MOVIE#
Maximum and Recommended THX viewing distances: THX also publishes standards for movie theaters to adhere to for THX certification. Viewing from this distance or closer will result in a more immersive experience, and also lessen eye strain caused by watching a smaller image in a dark room. This seems to be becoming a de facto standard for front projection home theaters also. Maximum SMPTE recommended viewing distance: SMPTE standard EG-18-1994 recommends a minimum viewing angle of 30 degrees for movie theaters.
#WIDESCREEN RESOLUTION CALCULATOR TV#
Most people are comfortable watching TV between this distance and half this distance. Probably too far away to be effective for home theater, OK for everyday TV viewing. This corresponds to the point at which most people will begin having trouble picking out details and reading the screen. Maximum recommended viewing distance: Suggests a viewing distance of three to six screen widths for video. Given that a window is between 00:FF, this means that 00 would be -128 in equivalent absolute position, 80 would be +128 and FF would be +383.Viewing angle: Based on the inputs, this is the viewing angle or arc for your set up. If you take the windowing calculations based from this perspective, windowing HDMA will work regardless of the aspect ratio being currently used (16:9, 21:9, etc.) In addition, it doesn't break other emulators, since the additional visible area is implicitly invisible on the SNES hardware specification.Īssume that the windowing internal size is 512 lines long instead of 256 lines long. Otherwise, it's recommended to port the relative screen position to use 16-bit values.
#WIDESCREEN RESOLUTION CALCULATOR HOW TO#
Sprites that already knows how to handle the left screen boundary (position -1 to -16) can be easily adapted to work with the widescreen range. You can assume the values to range between -128 and +384, which are mapped that way: if unsigned position is greater than or equal to 384, subtract 512 from it. Since OAM sprite width is 9-bit wide, allowing values between -256 to +255, the internal range is adjusted in a manner the negative range also wraps positively. PAL equivalence calculations are not yet available. Use the above reference table for clarification.Īll values consider the NTSC signal as reference. 8/7 seems to be more common, while 7/6 gives an perfect 4:3 output, since 8:7 (screen aspect ratio) * 7/6 (pixel aspect ratio) = 4/3 (actual aspect ratio), while 8:7 (screen aspect ratio) * 8/7 (pixel aspect ratio) = 64:49 (more like 4.0000:3.0625). CRT screens usually stretches the image by multiplying the internal screen width by 8/7 or 7/6, depending on the TV model. The 256x224 SNES screen is not 4:3, but rather 8:7. Horizontal scrolling is not really possible, NES-like methods would be needed. The real aspect ratio is 64:27 (used by the HDMI standard) and it's used as reference for this table. The 21:9 version can be used keeping in mind a 1:1 PAR.Ĭommonly used on cinema and ultrawide monitors. Some smartphones (marketed as 18:9) often uses this aspect ratio and calls it as ultrawide. Most common widescreen nowadays, being the recommended choice.
#WIDESCREEN RESOLUTION CALCULATOR PC#
Used to be common on some PC monitors, mostly replaced to 16:9. Certain TVs pixel aspect ratio are 1.1428 instead of 1.1667, due of signal interpretation differences.
Most of the emulators doesn't apply pixel aspect ratio (leaves as 1:1).
Reference table DAR (display aspect ratio)
Resolution is 384x224, stretched to simulate the 8:7 pixel aspect ratio.ġ6:9 (352x224) and 21:9 (448x224) are the most important ones currently. There's an additional 64 columns to the left and right side of the screen. Resolution is 448x224, stretched to simulate the 8:7 pixel aspect ratio. There's an additional 96 columns to the left and right side of the screen. Resolution is 352x224, stretched to simulate the 8:7 pixel aspect ratio. There's an additional 48 columns to the left and right side of the screen. The currently studied aspect ratios for SNES widescreen are the following: