Just want to clarify what the consensus is for Wii & GameCube games on the Wii U. For picture quality closest to what the GameCube and Wii output, it's best to set the system to 480p, 4:3 or 16:9 depending on the game, evwii setting the viewport to 704, and deflicker to off extended. Will this fix all the issues people have with the Wii U video output except for the slight green shift? I'll skip Boot2Wii because it doesn't affect picture quality from what I understand but rather just gets to the channels faster.
It seems framebuffer is doing something the wii didn't technically intend for even if it makes certain games look better so I am not interested in that.
704 is the correct viewport because the Wii never output any video beyond that?
And from what I read on earlier threads, in order for vWii to output to correct colors it should be set to 480p in the Wii U system settings.
Deflicker is a normal feature of the GameCube/Wii, so disabling it doesn't really take you any closer or further away from what the normal GC/Wii looks like, since they have it too. But a lot of people (myself included) generally prefer how games look without the deflicker filter, whether that's on original GC/Wii or the Wii U.
For resolution, It's kind of difficult to say what's closest to the Wii/GameCube because the analog-to-digital conversion
can be destructive when running at 4:3 and 480p. In that case, we have to sacrifice something to deal with the Wii and GC's 10:11 pixels. The digital output from the Wii U has perfect 1:1 square pixels, so there will be a conversion from 10:11 to square at some point. It's kind of hard to demonstrate this with images because the phone/computer/whatever you're reading this thread on also uses square pixels, but let's go for it anyway.
Below is a raw framebuffer capture of Rush the Rock, from the GameCube game, Midway Arcade Treasures 3, running on a real Wii. It is displayed here with square pixels,
not accurate 10:11 GameCube pixels, so it looks wider here than it would in real life.
The above framebuffer dump is 640*448, which is the full internal resolution of Rush the Rock. If I (a person) or the Wii U (a video game console) want to display this picture but simulate the Wii/GC pixel shape
without changing the resolution, we would have to do something like this, editing the image to squish it inward:
This second shot is simulating what 10:11 pixels would look like, by squishing the image down to just 582*448, with black bars on the side to fill up the rest of the 640 pixels. You might not immediately notice with the naked eye, but some detail has been lost because we were constrained in what we could do: we're displaying the same picture using less pixels. If it helps anybody to visualize it, Wii pixels are skinnier, so it can fit more of them
horizontally into an image compared to the Wii U when running at the same
vertical resolution (e.g. 480p).
If you're running the Wii U at 480p, you're essentially doing what that edited image above does, using ~582 square pixels to display what was once the 640 pixels that went into the analog signal of the original consoles. In short, the input resolution is higher than the output resolution. For people familiar with Dolphin, their solution is to display at the native horizontal resolution and increase the vertical resolution to simulate Wii pixels, but we can't just "increase the resolution of 480p" in real life.
The obvious solution on Wii U, then, is to use a higher output resolution, i.e. run the Wii U at 720p or 1080p. At 720p, those 640 input pixels are being scaled across ~873 output pixels. At 1080p, they're being scaled across ~1309 output pixels. In either case that's more than the input, meaning you're not outright losing any of the picture like you are when outputting 480p. However, you now have to contend with the Wii U's upscaling, which you might find unappealing if you have a TV or external upscaler that does it better. It's a tradeoff, honestly I can't really recommend a specific output resolution, it will depend on your hardware setup and your personal preferences.
To say the Wii U will
never display more than 704 pixels is slightly misleading because the hardware is capable of it and a handful of homebrews allow this (off the top of my head, I'm pretty sure Eke-Eke's Genesis Plus GX and Extrems's Not64 both support this), but commercial software never does, and the Wii was not designed with the expectation that people would ever see more than 704 pixels horizontally. 704 completely filled all correctly-tuned analog televisions of the era.
My understanding of the "color is wrong at HD resolutions" issue is that it's more of a possibility than a certainty. The Wii U outputs limited range RGB. All televisions will assume a standard-def signal is limited range, but
some televisions may assume an HD signal is full range RGB. If your TV has that issue, displaying at 720p/1080p will result in washed out colors, although if it helps, that's the TV's fault rather than the Wii U's. If your TV has support for full range RGB, it probably also has an option somewhere in the picture settings to use limited range RGB for specific inputs, so the issue should be fixable by just setting your TV up correctly.