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Resolution Scale Calculator

Enter a resolution and a scale. You get the desktop space it gives at that display scaling, and the pixels a game draws at that render scale.

Display scaling 1707 × 960 Desktop space at 150%, with text and windows 1.5 times their normal size.
Render scale 3840 × 2160 Pixels a game draws at 150%: 225% of the full count.

What is my screen scaling right now?

Display scaling
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Device pixel ratio
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Screen resolution
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Desktop space (CSS pixels)
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Browser viewport
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Read from your browser. Nothing is sent to us. The viewport updates when you resize the window.

What resolution does 150% scaling look like?

Divide each side by 1.5. A 4K screen at 150% gives the desktop space of 2560 × 1440, while every item is drawn with the sharpness of 4K.

Resolution100%125%150%175%200%
1080p 1920 × 1080 1536 × 864 1280 × 720 1097 × 617 960 × 540
1440p 2560 × 1440 2048 × 1152 1707 × 960 1463 × 823 1280 × 720
4K 3840 × 2160 3072 × 1728 2560 × 1440 2194 × 1234 1920 × 1080
5K 5120 × 2880 4096 × 2304 3413 × 1920 2926 × 1646 2560 × 1440

The 100% column is the full resolution. Windows suggests a scale from the pixel density, which our PPI calculator works out.

What does render scale do in games?

It draws the game at a lower or higher resolution, then stretches the image to fill your screen. Most games apply the percentage to each side, so 50% draws a quarter of the pixels.

Resolution50%67%75%85%
1080p 960 × 540 1286 × 724 1440 × 810 1632 × 918
1440p 1280 × 720 1715 × 965 1920 × 1080 2176 × 1224
4K 1920 × 1080 2573 × 1447 2880 × 1620 3264 × 1836

A few games apply the scale to the total pixel count instead. Check the resolution your game reports if the numbers differ.

How do I change display scaling?

On Windows 11, open Settings, then System and Display, and pick a value under Scale. On a Mac, open System Settings, then Displays, and choose a size between Larger Text and More Space.

A higher scale makes text and buttons bigger but fits less on screen. If text looks fuzzy after a change, sign out and back in, so every app redraws at the new scale.

Is DLSS or FSR the same as render scale?

They start the same way, by drawing the game at fewer pixels. Then they rebuild the full image with smarter upscaling, using detail from earlier frames, instead of a simple stretch. The result looks sharper than plain render scale at the same pixel count.

Their quality modes map to render scales. Quality draws about 67% of each side, Balanced about 58%, Performance 50% and Ultra Performance about 33%. Enter those values above to see the resolution each mode draws.

What is the device pixel ratio?

It is how many screen pixels make up one CSS pixel, the unit websites use. It equals your display scaling as a decimal, so 150% scaling is a pixel ratio of 1.5.

Phones use ratios of 2 or 3, so a phone with a 1179 pixel wide screen shows websites a 393 pixel wide layout. Your own ratio is in the live box above.

What is my viewport size?

Your viewport is the part of the browser window that shows the page, in CSS pixels. It is smaller than your desktop because of the toolbars, tabs and scroll bar.

Web designers test layouts at common viewport widths. Resize this window and the viewport in the live box follows it.

Questions

Does display scaling lower my resolution?

No. The screen still uses every pixel, so text and photos stay sharp. Scaling only draws each item with more pixels, so it looks bigger.

Is 67% render scale the same as 1440p on a 4K screen?

Close. 67% of 3840 × 2160 is 2573 × 1447, a few pixels off 2560 × 1440, and the game then stretches it to fill the screen.

What is my device pixel ratio?

It is shown in the live box on this page, read from your browser. On Windows it is your scaling setting as a decimal, so 125% is 1.25.

Why do websites see a smaller resolution than my screen?

Browsers report sizes in CSS pixels, which are your resolution divided by your scaling. A 4K screen at 150% shows websites a 2560 × 1440 desktop.

How we measure

Desktop space = resolution × 100 ÷ display scaling, on each side. Pixels drawn = resolution × render scale ÷ 100, on each side, so the pixel count changes by the square of the scale. Device pixel ratio = screen pixels ÷ CSS pixels, read from window.devicePixelRatio.