Pixel-perfect resolution calculator

Choose the right base resolution for your pixel art game: see how it scales to every common screen with integer scaling and how big the black bars get.

Free, no sign-up

Before you use it

Works well for

  • Choosing a base resolution for a pixel art game
  • Checking integer scaling on common screens
  • Seeing how big the black bars get

Not the right tool for

  • Games that use smooth (non-integer) scaling on purpose
  • Mobile screens with unusual ratios — test them separately

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.