Why integer scaling matters
Pixel art only looks crisp when every game pixel becomes a whole number of screen pixels (2×, 3×, 4×…). Scaling by 2.5× makes some pixels wider than others and the art shimmers when the camera moves. The trade-off is black bars when the screen isn't an exact multiple.
Popular choices
320×180 and 640×360 divide evenly into 720p, 1080p, 1440p and 4K, which is why so many modern pixel art games use them. 384×216 and 480×270 give more room on screen and still fit 1080p and 4K perfectly. The Steam Deck's 1280×800 (16:10) screen always shows some bars with 16:9 resolutions.
Frequently asked questions
What does "fill" mean?
How much of the screen the scaled game covers. 100% means no black bars.
Can I avoid black bars entirely?
Render a slightly larger area than your base resolution to fill the bars with extra world, or let the UI live in the margins.
What about 4:3 retro resolutions?
Presets like 256×224 and 320×240 are included; on widescreen they'll always have side bars.