Visual Comparison
See how your pixels will look with different scaling methods:
Note: The scaled canvas may appear smaller than actual size to fit your screen.
Frequently Asked Questions
What is pixel aspect ratio?
Pixel aspect ratio (PAR) is the ratio of width to height of an individual pixel. When displaying content designed for one aspect ratio on a display with a different aspect ratio, pixels may need to be scaled non-uniformly to maintain the correct proportions.
Why is this important for retro games?
Many retro games were designed for 4:3 CRT displays but are now played on 16:9 widescreen displays. Understanding pixel aspect ratios helps preserve the intended look of these games when scaling them to modern screens.
What's the difference between the scaling modes?
- Stretch: Fills the entire screen, distorting the image if aspect ratios differ
- Integer scale: Scales by whole numbers only (1×, 2×, etc.) for pixel-perfect results
- Fit: Scales to fit within the target dimensions while maintaining aspect ratio
- Fill: Scales to fill the target dimensions while maintaining aspect ratio (may crop)
Which scaling mode is best for pixel art?
Integer scaling is generally best for pixel art as it prevents blurring by scaling pixels by whole numbers. This maintains sharp edges and the intended look of the artwork.
How do I handle non-integer scaling?
For non-integer scaling, you can either:
- Use the next lowest integer scale and center the image with borders
- Apply interpolation filters (though this blurs pixels)
- Design your assets at a resolution that allows integer scaling on your target display
Can I use this for modern game development?
Absolutely! While particularly useful for retro games, these concepts apply to any situation where you need to scale content between different resolutions and aspect ratios, including modern 2D games and UI design.