Overview
One screen, multiple viewpoints. Split-screen solved local multiplayer’s fundamental problem: players couldn’t share a single viewpoint in competitive games. The solution—divide the screen—had trade-offs. Each player saw less. Frame rates suffered with multiple renders. But for a generation, it was the only way to play together without a second television.
Fast facts
- Solution for: Independent viewpoint multiplayer.
- Trade-off: Reduced individual screen space.
- Peak: N64/PS1/PS2 era.
- Decline: Online multiplayer dominance.
Layout types
| Split | Use case |
|---|
| Horizontal | 2-player, wide view |
| Vertical | 2-player, tall view |
| Quadrant | 4-player standard |
| Dynamic | Some racing games |
Technical challenges
| Issue | Impact |
|---|
| Multiple renders | Performance cost |
| Reduced resolution | Per-player |
| UI scaling | Smaller elements |
| Draw distance | Often reduced |
Genre applications
| Genre | Implementation |
|---|
| Racing | Side-by-side standard |
| FPS | Quadrant competitive |
| Sports | Horizontal common |
| Party | Various layouts |
Screen watching controversy
| Perspective | Argument |
|---|
| Against | Cheating, unfair |
| For | Part of the challenge |
| Reality | Unavoidable aspect |
| Solution | Screen blockers (rare) |
Decline and legacy
| Factor | Effect |
|---|
| Online play | No split needed |
| Large TVs | More viable |
| Indie revival | Local co-op focus |
| Nostalgia | Deliberate inclusion |
See also