PAL region
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The PAL region is a television publication territory that covers most of Asia, Africa, Europe, South America and Oceania. It is so named because of the PAL (Phase Alternating Line) television standard traditionally used in some of those regions (with SECAM used in others), as opposed to the NTSC standard traditionally used in Japan and most of North America.
Recently, as most countries have stopped using PAL, in regards to video games, the term "PAL region" means the list of regions it covered in the past.
List[]
This section needs to be updated.(December 2014) |
Below countries and territories currently use or once used the PAL system. Many of these have converted or are currently converting PAL to DVB-T (most countries), DVB-T2 (most countries), DTMB (China, Hong Kong and Macau) or ISDB (Sri Lanka, Maldives, Botswana and part of South America).
PAL B, D, G, H, K or I[]
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PAL-M[]
- Brazil[1] (H264 video over ISDB-T, at 480i@60 Hz (SD) or 1080i@60 Hz (HD), simulcast with digital format in ISDB-Tb, also called SBTVD), an update to ISDB-T, started in December 2007. PAL broadcasting continues until 2023.
PAL-N[]
- Argentina[1] (H264 video over ISDB-T, at 576i@50 Hz (SD) or 1080i@50 Hz (HD))
- Paraguay[1] (Simulcast in ISDB-T)
- Uruguay[1] (Simulcast in ISDB-T)
Countries and territories that have ceased using PAL[]
The following countries no longer use PAL for terrestrial broadcasts, and are in process of converting from PAL (cable) to DVB-T.
Country | Switched to | Switchover completed |
---|---|---|
Albania | DVB-T2 | 1 October 2019 |
Andorra | DVB-T | 25 September 2007 |
Australia | DVB-T | 10 December 2013 |
Austria | DVB-T and DVB-T2 | 7 June 2011 |
Azerbaijan | DVB-T | 17 June 2015 |
Belgium | DVB-T | 1 March 2010 |
Brunei | DVB-T | 1 January 2015 |
Bulgaria | DVB-T | 30 September 2013 |
Cambodia | DVB-T2 | 1 January 2015 |
Croatia | DVB-T | 20 October 2010 |
Cyprus | DVB-T | 1 July 2011 |
Czech Republic | DVB-T | 30 June 2012 |
Denmark | DVB-T and DVB-T2 | 1 November 2009 |
Estonia | DVB-T | 1 July 2010 |
Faroe Islands | DVB-T | December 2002 |
Finland | DVB-T and DVB-T2 | 1 September 2007 |
Georgia | DVB-T | 1 July 2015 |
Germany | DVB-T and DVB-T2 | 4 June 2009 |
Ghana | DVB-T2 | June 2015 |
Greece | DVB-T | 6 February 2015 |
Gibraltar | DVB-T | 31 December 2012 |
Guernsey | DVB-T | 17 November 2010 |
Hong Kong | DTMB | 1 December 2020 |
Hungary | DVB-T and DVB-T2 | 31 October 2013 |
Iceland | DVB-T and DVB-T2 | 2 February 2015 |
India | DVB-T | 31 March 2015 |
Iran | DVB-T | 19 December 2014 |
Ireland | DVB-T | 24 October 2012 |
Isle of Man | DVB-T | 24 October 2012 |
Israel | DVB-T and DVB-T2 | 13 June 2011 |
Italy | DVB-T | 4 July 2012 |
Jersey | DVB-T | 17 November 2010 |
Kenya | DVB-T | March 2015 |
Latvia | DVB-T | 1 June 2010 |
Lithuania | DVB-T | 29 October 2012 |
Luxembourg | DVB-T | 1 September 2006 |
North Macedonia | DVB-T | 31 May 2013 |
Malta | DVB-T | 31 October 2011 |
Monaco | DVB-T | 24 May 2011 |
Montenegro | DVB-T | 17 June 2015 |
Namibia | DVB-T | 13 September 2014 |
Netherlands | DVB-T | 14 December 2006 |
New Zealand | DVB-T | 1 December 2013 |
Norway | DVB-T | [3] | December 2009
Poland | DVB-T | 23 July 2013 |
Portugal | DVB-T | 26 April 2012 |
Qatar | DVB-T and DVB-T2 | 13 February 2012 |
Romania | DVB-T2 | 31 December 2016 |
Rwanda | DVB-T | March 2014 |
San Marino | DVB-T | 2 December 2010 |
Saudi Arabia | DVB-T and DVB-T2 | 13 February 2012 |
Serbia | DVB-T2 | 7 June 2015 |
Singapore | DVB-T2 | 2 January 2019 |
Slovakia | DVB-T | 31 December 2012 |
Slovenia | DVB-T | 1 December 2010 |
South Africa | DVB-T | [4] (as of 2018, PAL terrestrial still operational) | 2015
Spain | DVB-T and DVB-T2 | 3 April 2010 |
Sweden | DVB-T and DVB-T2 | 29 October 2007 |
Switzerland | DVB-T | 26 November 2007 |
Tanzania | DVB-T | July 2014 |
Thailand | DVB-T2 | 26 March 2020 |
Ukraine | DVB-T and DVB-T2 | 31 December 2016 |
United Arab Emirates | DVB-T and DVB-T2 | 13 February 2012 |
United Kingdom | DVB-T (SD) and DVB-T2 (HD) | 24 October 2012 |
Zambia | DVB-T2 | 31 December 2014 |
60 Hz operation[]
During the mid-1990s, the practice of modifying consoles such as the Super NES and Mega Drive to allow 60 Hz operation became somewhat common among PAL gamers, due to the rise in NTSC/60 Hz capable PAL TVs and the relatively simple nature of the modifications. Beginning with the Amiga CD32, which introduced more powerful hardware, developers had the ability to output at full PAL resolution without borders or stretching, although games still typically ran slower and all ran at 50 Hz. Beginning with the Dreamcast and continuing through the sixth generation of consoles, developers began including PAL60 modes in their games. Games that run at PAL60 are produced with the same colour encoding system as 50 Hz PAL signals, but with the NTSC resolution and field rate of 60 Hz, providing an identical gaming experience to their NTSC counterparts, however some games, such as Tekken 4 and Tekken 5, will actually use the NTSC color mode when in 60 Hz mode; these games will appear in black and white on PAL-only televisions. Brazil's PAL-M always operates in 60 Hz.
Criticism of PAL region video games[]
Games ported to PAL have historically been known for having game speed and frame rates inferior to their NTSC counterparts. Since the NTSC standard is 60 fields/30 frames per second but PAL is 50 fields/25 frames per second, games were typically[dubious ] slowed by approximately 16.7% in order to avoid timing problems or unfeasible code changes. Full motion video rendered and encoded at 30 frames per second by the Japanese/US (NTSC) developers was often down-sampled to 25 frames per second or considered to be 50 frames per second video for PAL release—usually by means of 3:2 pull-down, resulting in motion judder. In addition to this, PAL's increased resolution was not utilised during conversion, creating a pseudo letterbox effect with borders top and bottom, which looks similar to a 14:9 letterbox, and leaving the graphics with a slightly squashed look due to an incorrect aspect ratio caused by the borders. This was especially prevalent during the 8-bit and 16-bit generations when 2D graphics were used almost exclusively. The gameplay of many games with an emphasis on speed, such as the original Sonic the Hedgehog for the Sega Genesis/Mega Drive, suffered in their PAL incarnations.
Despite the possibility and popularity of 60 Hz PAL games, many high-profile games, particularly for the PlayStation 2 console, were released in 50 Hz-only versions. Square Enix have long been criticised by PAL gamers for their poor PAL conversions. Final Fantasy X, for example, runs in 50 Hz mode only, meaning it runs 16.7% slower than the NTSC release and features top and bottom borders; while this practice was common in previous generations, it was considered inexcusable by contemporary consumers at the time of release.[5] In contrast, the Dreamcast was the first system to feature PAL60, and the overwhelming majority of PAL games offered 50 and 60 Hz modes with no slow speeds. The PAL GameCube also offered 60 Hz on almost every title released. The Xbox featured a system-wide PAL60 option in the Dashboard, with almost every game supporting PAL60. Seventh generation PAL consoles Xbox 360, PlayStation 3 and Wii also feature system-wide 60 Hz support.[citation needed]
As of the eighth generation, consoles such as the Wii U, PlayStation 4, Xbox One and Nintendo Switch have all games solely in 60 Hz, with 50 Hz only being used for video playback and, in the Wii U's case, backwards compatibility with Wii and Virtual Console games.[citation needed]
However, this problem does not occur in Brazil's PAL-M since it is mostly based on the NTSC standard (with its frame rate operating at nearly 30 frames per second) but not on the encoding of the color carrier which is similar to that of PAL.[citation needed]
See also[]
- PAL
- NTSC
- Advanced Television Systems Committee standards
- SECAM
- Regional lockout
References[]
- ^ Jump up to: a b c d e f g h i j k l m n o p q r s t u v w x y z aa ab ac ad ae af ag ah ai aj ak al am an ao ap aq ar as at au av aw ax ay az ba bb Michael Hegarty; Anne Phelan; Lisa Kilbride (1 January 1998). Classrooms for Distance Teaching and Learning: A Blueprint. Leuven University Press. pp. 260–. ISBN 978-90-6186-867-5.
- ^ Jump up to: a b "Archived copy". Archived from the original on 21 February 2016. Retrieved 2017-12-09.CS1 maint: archived copy as title (link)
- ^ "TV og radio".
- ^ "Switching Off Analogue TV Will Lock Out Many In Africa".
- ^ "GamesRadar+". computerandvideogames.com.
- Video formats
- Video game culture