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8-Bit vs 16-Bit Art: What's the Difference?

The two meanings of 8-bit and 16-bit, how many colors each one allows, and the settings that give you either look from a photo.

Updated PixelConvertor

Two meanings of "8-bit" and "16-bit"

People use these words in two different ways, and mixing them up causes most of the confusion.

The first meaning is a game console generation. 8-bit consoles, like the Nintendo Entertainment System (NES) and the Sega Master System, had 8-bit processors. 16-bit consoles, like the Super Nintendo (SNES) and the Sega Genesis (Mega Drive), had 16-bit processors. "8-bit art" and "16-bit art" usually mean art that looks like the games of those machines.

The second meaning is color depth: how many bits store the color of one pixel. That decides how many different colors an image can contain, and it is what the Bit depth setting in our converters controls.

The two meanings don't line up. An NES game wasn't drawn in 8-bit color, and a 16-bit color image doesn't automatically look like a SNES game.

The console styles

8-bit era (NES)16-bit era (SNES)
Screen resolution256 × 240Usually 256 × 224
ColorsA fixed palette of about 54 distinct colors32,768 possible colors (15-bit), up to 256 on screen
Colors per sprite3 plus transparency15 plus transparency
Typical lookBold outlines, flat areas, few shadesSmoother shading, gradients, more detail

The limits shaped the look. With three colors per sprite, 8-bit characters are mostly outline, fill and one highlight, and backgrounds lean on tiles and patterns. With more colors per sprite, 16-bit artists could shade with several tones of one color, which is why 16-bit art looks rounder and softer.

The color depths

Bit depthColorsHow our converter stores them
24-bitAbout 16.7 millionFull color, nothing is reduced
16-bit65,536RGB565: 5 bits red, 6 green, 5 blue
8-bit256RGB332: 3 bits red, 3 green, 2 blue
4-bit16A fixed set of 16 colors

Each step down removes color levels. At 16-bit there are 32 levels of red and blue and 64 of green, which is enough that most photos look unchanged. At 8-bit there are only 8 levels of red and green and 4 of blue, so gradients turn into bands. The pixel art bit depth converter lets you switch between all four.

Original illustration

Original illustration of a sunset over a mountain lake, with smooth color gradients

24-bit

Sunset lake at 24-bit color, 240 × 160 grid, no dithering

16-bit

Sunset lake at 16-bit color, 240 × 160 grid, no dithering

8-bit

Sunset lake at 8-bit color, 240 × 160 grid, no dithering

4-bit

Sunset lake at 4-bit color, 240 × 160 grid, no dithering
The sunset at pixel size 4 (a 240 × 160 grid) at each bit depth, with no dithering. 24-bit and 16-bit look almost the same. At 8-bit the sky breaks into visible bands, and at 4-bit only a few of the 16 fixed colors fit the scene.

Making the 8-bit look

The color depth alone doesn't give you an NES feel. What does is a large pixel size, a small fixed palette and some dithering. The 8-bit photo converter starts with pixel size 8, the 41-color NES-style palette and Bayer 8×8 ordered dithering. For a stricter look, try the four-color Game Boy palette or PICO-8; the retro color palettes guide lists their colors.

Making the 16-bit look

16-bit era art has finer pixels and more shades. The 16-bit art generator starts with pixel size 6, 16-bit color and Floyd-Steinberg dithering. Because 16-bit color keeps so many colors, most of the retro feel comes from the pixel size. If the result looks too much like a blurry photo, raise the pixel size or switch the palette to From the image with 32 to 64 colors, which gives flatter areas of color closer to hand-drawn sprites.

NES-style palette, Bayer 8×8

8-bit style version of the sunset lake in the NES-style palette with Bayer 8×8 ordered dithering, 120 × 80 grid

16-bit color, pixel size 6

16-bit style pixel art of the fruit still life: 133 × 133 grid in RGB565 color with Floyd-Steinberg dithering
Left: the 8-bit photo converter's defaults (NES-style palette, Bayer 8×8 dithering, pixel size 8). Right: the 16-bit art generator's defaults (16-bit color, Floyd-Steinberg dithering, pixel size 6).

Which one to choose

Choose the 8-bit style for a bold result that reads at a glance, such as an avatar or a game-jam sprite. Choose the 16-bit style when the image has faces, shading or detail you want to keep. If you are not sure, convert the same photo with both tools and compare the previews. Nothing is uploaded, so you can try as many settings as you like.

Make 8-bit or 16-bit art

Frequently Asked Questions

What is the difference between 8-bit and 16-bit art?

As a style, 8-bit art copies consoles like the NES: low resolution, few colors per sprite and simple shading. 16-bit art copies consoles like the SNES and Sega Genesis: more colors, smoother shading and more detailed sprites. As color depth, 8-bit means up to 256 colors and 16-bit up to 65,536.

How many colors are in 8-bit and 16-bit color?

8-bit color stores each pixel in 8 bits, which allows 256 colors. 16-bit color uses 16 bits per pixel, which allows 65,536 colors. 24-bit color, the normal depth of photos, allows about 16.7 million.

Did 8-bit consoles use 8-bit color?

No. The name comes from the 8-bit processors in consoles like the NES. The NES picked colors from a fixed palette of about 54 distinct colors, and each sprite could use only three of them plus transparency.

What does RGB565 mean?

RGB565 is a 16-bit color format with 5 bits for red, 6 for green and 5 for blue. Green gets the extra bit because the eye is most sensitive to it. Our 16-bit mode uses RGB565, and our 8-bit mode uses RGB332 (3 bits red, 3 green, 2 blue).

How do I make 16-bit style art from a photo?

Use a pixel size of about 4 to 8, keep enough colors for shading (16-bit color or a palette of 32 to 64 colors from the image) and add Floyd-Steinberg dithering. The 16-bit art generator starts with pixel size 6, 16-bit color and Floyd-Steinberg.