LowercaseOnline — Free Online Text Tools

Retro Aspect Ratio Calculator

Calculate native aspect ratios, integer scale factors, and pixel dimensions for retro game resolutions on modern displays.

x
inches

Why Integer Scaling Matters for Retro Games

What is integer scaling? Integer scaling means each original pixel is displayed as an exact multiple of pixels on your screen — 2x2, 3x3, 4x4, etc. Every original pixel maps cleanly to a grid of identical screen pixels, preserving sharp, square pixel art.

Why not just stretch to fill the screen? Non-integer scaling creates sub-pixel interpolation — some pixels become slightly wider or taller than others. This blurs pixel art, creates uneven grid lines, and makes the image look "off" even with sharp bilinear filtering. On a CRT, this was never an issue since the electron beam naturally blended pixels.

Pixel aspect ratio vs display aspect ratio: Many retro consoles used non-square pixels. The SNES output 256x224 pixels but was designed to display at 4:3 (roughly 8:7 native pixel AR). On a 4:3 monitor, pixels were naturally stretched horizontally. On modern 16:9 displays, you must choose: strict integer scale (slightly pillarboxed, but pixel-perfect) or 4:3 stretch (correct aspect ratio, but non-integer scaling).

Practical recommendation: For pixel art preservation, use the largest integer scale that fits your display. Most emulators like RetroArch, bsnes, and mGBA have a "integer scale" checkbox. For 4:3 games on a 27" 1080p monitor, 3x or 4x integer scale is typically the sweet spot.