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Resolution Scale Calculator

Work out the render target a given resolution scale produces, and how many pixels it actually costs. 75% render scale is only 56.25% of the pixels.

Resolution Scale Calculator

What do you want to work out?
The output or panel resolution you are scaling from. 3840 x 2160 and 7680 x 4320 are the ITU-R BT.2020 UHD rasters; 1920 x 1080 is ITU-R BT.709 HD.
px
The vertical pixel count of the source raster. Both dimensions must be whole pixels.
px
Used by the first mode. This is the linear scale applied to each axis: 100 is native, 50 halves each side, and anything above 100 is supersampling or downsampling from a larger buffer.
%
Used by the second mode. The resolution you want to render at, in pixels.
px
Used by the second mode. If the target's shape does not match the source's, the result says so rather than quietly stretching the picture.
px
Result
Rendering 3840 × 2160 at a 75% scale gives a 2880 × 1620 render target. That is 4.67 megapixels against 8.29 — 56.3% of the pixels. Pixel count follows the square of the linear scale, so the shaded-pixel workload changes far more than the resolution label suggests.
The render target, the megapixel counts and the pixel ratio, plus a warning when the target is not the source's shape.
Render width
2,880 px
Render height
1,620 px
Pixels vs source
56.25
Effective render scale
75.00
Pixels rendered
4,665,600 px
Pixels at source resolution
8,294,400 px
Megapixels rendered
4.6656 MP
Source aspect ratio
1.7778

Background.

A resolution-scale slider is labelled in one dimension and paid for in two. Drop it from 100 to 75 per cent and each side of the render target shrinks by a quarter — but the number of pixels the GPU has to shade drops to 56.25 per cent, because 0.75 squared is 0.5625. That square law is the reason a modest-sounding slider move produces such a large change in frame rate, and it is the number this calculator exists to put in front of you.

Everything else follows from it. Rendering at half the linear resolution is a quarter of the pixels. A 67 per cent render scale, the value many games default to for their performance presets, is about 45 per cent of the pixels — the GPU is doing well under half the shading work. Going the other way, a 200 per cent scale for downsampling is 400 per cent of the pixels, which is why supersampling is so expensive.

The calculator works in both directions. Give it a source resolution and a percentage and it returns the exact render target, rounded to whole pixels, along with the pixel count and the ratio. Give it a source and a target resolution instead and it returns the render-scale percentage that maps one onto the other, plus the same pixel comparison. On a 3840 x 2160 panel, rendering at 1920 x 1080 is a 50 per cent render scale and exactly 25 per cent of the pixels.

The source resolutions offered as examples are not invented. Recommendation ITU-R BT.709-6 specifies 1 920 samples per active line and 1 080 active lines with a 16:9 aspect ratio and 1:1 square pixels; Recommendation ITU-R BT.2020-2 specifies 3 840 x 2 160 and 7 680 x 4 320 with the same 16:9 shape, an orthogonal sampling lattice and the same 1:1 pixel aspect ratio. Square pixels are what make a single scale factor legitimate in the first place — if the pixel aspect ratio were not 1:1, scaling both axes by the same number would distort the picture.

One honest caveat. Pixel count is a proxy for shading and post-processing cost, not a frame-rate prediction. Vertex processing, draw-call submission, physics, animation and CPU-side simulation do not get cheaper when the render scale drops, so a workload that is CPU-bound will barely move. Treat the pixel ratio as the ceiling on what lowering the scale can buy you, not as a promise.

What is resolution scale calculator?

Resolution scale, also called render scale or dynamic resolution, is the practice of rendering a 3D scene into a buffer smaller or larger than the display's native resolution and then resampling the result to fit. It is expressed as a linear percentage applied to each axis, so a 50 per cent scale on a 3840 x 2160 output renders at 1920 x 1080 before upscaling.

The crucial property is that cost scales with area, not with the label. Because both axes shrink together, the pixel count — and with it the fragment-shading, lighting and post-processing work — changes with the square of the percentage. A 90 per cent scale is 81 per cent of the pixels, 75 per cent is 56.25 per cent, 67 per cent is about 45 per cent, and 50 per cent is 25 per cent. Above 100 per cent the same relationship makes supersampling expensive: 141 per cent is roughly double the pixels and 200 per cent is quadruple.

How to use this calculator.

  1. Choose whether you know the scale percentage or the target resolution.
  2. Enter the source resolution — your panel or output raster, in whole pixels.
  3. In the first mode, enter the render-scale percentage. 100 is native, below 100 is upscaling from a smaller buffer, above 100 is downsampling from a larger one.
  4. In the second mode, enter the target width and height instead; the percentage is derived from the width, and a mismatched target shape is flagged in the result.
  5. Read the render target for the actual pixel dimensions, and the pixels-vs-source figure for the shading workload the change implies.

The formula.

W′ = round(W·s); H′ = round(H·s); scale% = W′/W × 100; pixels% = (W′·H′)/(W·H) × 100 ≈ s²×100

Scaling a render target is a uniform multiplication on both axes: W′ = W × s and H′ = H × s, where s is the linear scale as a fraction. A render target has to be a whole number of pixels, so each result is rounded half up and floored at one pixel — a renderer cannot allocate a fractional or empty buffer. Because that rounding perturbs the requested percentage, the calculator reports the effective scale back from the rounded raster rather than repeating the number you typed: 3840 at 67 per cent gives 2572.8, which becomes 2573 and an effective 67.005 per cent.

The headline output is the pixel ratio, (W′ × H′) ÷ (W × H) × 100. For an exact uniform scale this collapses to s² × 100, which is the whole story of why render scale is such an effective performance control. A 25 per cent reduction in each linear dimension removes 43.75 per cent of the pixels; a 33 per cent reduction removes 55 per cent of them. The relationship is symmetric above 100 per cent, where a 2x linear scale means 4x the pixels.

In target mode the percentage is derived from the widths, W′ ÷ W × 100, and the pixel ratio is computed from the actual pixel counts. If the target's aspect ratio does not match the source's, the two axis scales differ, and the calculator says so explicitly rather than pretending the operation was uniform — scaling 3840 x 2160 to 1920 x 1200 shrinks the width by 50 per cent but the height by only 55.56 per cent, which would stretch the picture unless it is letterboxed or cropped.

All of this assumes square pixels, which the relevant standards specify: ITU-R BT.709-6 item 2.5 and ITU-R BT.2020-2 Table 1 both give a pixel aspect ratio of 1:1 for the HD and UHD rasters. With non-square pixels a single scalar scale factor would change the picture's shape, and the anamorphic case needs a different tool.

A worked example.

Example

A game is running on a 3840 x 2160 panel and the performance preset has set the render scale to 67 per cent. Applying the linear scale gives 3840 x 0.67 = 2572.8 and 2160 x 0.67 = 1447.2, which round to a 2573 x 1447 render target. Recomputing from that rounded raster, the effective scale is 2573 ÷ 3840 = 67.005 per cent horizontally and 1447 ÷ 2160 = 66.991 per cent vertically — the tiny split is the whole-pixel rounding, not a distortion. The pixel counts are what matter: 2573 x 1447 = 3 723 131 pixels against the panel's 3840 x 2160 = 8 294 400, so the GPU is shading 44.887 per cent of the pixels it would at native resolution. That is 3.72 megapixels instead of 8.29. The square law predicts 0.67² = 44.89 per cent, and the exact figure matches it to four significant figures. A two-thirds resolution setting is therefore doing well under half the fragment work — but only the fragment work, since vertex processing and CPU simulation are unaffected.

base Width3,840
target Height1,080
scale Percent67
base Height2,160
solve Forscale
target Width1,920

Frequently asked questions.

What resolution is 75% render scale on a 4K display?
2880 x 1620. Each axis is multiplied by 0.75, so 3840 becomes 2880 and 2160 becomes 1620. The important number is the pixel count: 2880 x 1620 is 4 665 600 pixels against 8 294 400 at native, which is exactly 56.25 per cent — 0.75 squared. Three-quarters on the slider means a little over half the shading work, which is why render scale is usually the single most effective graphics setting to move.
Why does lowering the resolution scale help so much more than it sounds like it should?
Because pixels are an area and the slider is a length. Both axes shrink together, so the pixel count follows the square of the percentage. Going from 100 to 90 per cent removes 19 per cent of the pixels; 100 to 75 removes 43.75 per cent; 100 to 50 removes 75 per cent. Fragment shading, lighting, ambient occlusion and every full-screen post-processing pass run once per pixel, so their cost tracks that squared figure rather than the linear one on the label.
Does a lower render scale double my frame rate if it halves the pixels?
Only if the workload is entirely pixel-bound, which is rare. Halving the pixel count halves the fragment-shading and post-processing work, but vertex processing, draw-call submission, animation, physics and game-logic simulation are unchanged — they depend on scene complexity, not resolution. If a frame is CPU-bound, lowering the render scale can change almost nothing. Treat the pixel ratio on this page as the ceiling on what the setting can buy, then measure.
What render scale gets me from 4K down to 1080p?
Exactly 50 per cent. 1920 is half of 3840 and 1080 is half of 2160, and both are standardised rasters: ITU-R BT.709-6 specifies 1 920 samples per active line and 1 080 active lines, while ITU-R BT.2020-2 specifies 3 840 x 2 160. The pixel count falls to 2 073 600 from 8 294 400, which is 25 per cent — a quarter of the shading work. Use the second mode of this calculator to get the percentage for any pair of resolutions.
Is a render scale above 100% useful?
Yes, that is supersampling — rendering into a larger buffer and downsampling to the panel, which is a brute-force form of anti-aliasing. It is expensive for the same square-law reason that reducing the scale is cheap: 141 per cent is roughly double the pixels and 200 per cent is exactly quadruple. On a 3840 x 2160 panel a 200 per cent scale renders at 7680 x 4320, the ultra-high-definition raster ITU-R BT.2020-2 specifies alongside 4K, before resampling back down.
Why is the effective scale 67.005% when I asked for 67%?
Because a render target has to be a whole number of pixels. 3840 multiplied by 0.67 is 2572.8, and rounding to the nearest pixel gives 2573, which is 67.005 per cent of 3840 rather than exactly 67. The calculator recomputes the percentage from the rounded raster instead of echoing your input, so the number shown is the resolution you actually get. The two axes can land on slightly different effective percentages for the same reason; the difference is a fraction of a pixel and does not distort the picture.

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