Resolution Scale Calculator
Scale any resolution up or down and keep the numbers straight. Enter width and height in pixels and a scale percentage (like 150% or 50%) to get the new dimensions, total megapixels, the aspect ratio, and how the pixel count changes.
Example: with Width (px) 1920 · Height (px) 1080 · Scale (%) 150 → Scaled resolution: 2,880 × 1,620 px.
- Total pixels4.67 MP (4,665,600 pixels)
- Aspect ratio16:9
- Pixel count change2.25× the original pixel count
Computed by the calculator below using its default values. Change any input to see your own numbers.
Each dimension scales by the percentage; the pixel count scales by its square. 150% render scale means 2.25× the pixels — which is why it costs so much GPU.
Why scale hits pixels twice
A scale percentage applies to width and height separately: new dimension = old × scale ÷ 100. Because both axes change, the total pixel count changes by the square of the factor. Rendering a 1080p game at 150% means 2880 × 1620 — 2.25 times the pixels, and roughly that much more GPU work. Dropping to 50% cuts the load to a quarter, which is exactly how resolution scaling sliders and DLSS-style upscalers trade sharpness for frame rate.
The same math runs image exports, video proxies, and CSS densities. A 4K master downscaled 50% is 1080p; a 2× asset for a Retina display carries four times the data of the 1× version.
How it’s calculated
New width = round(width × scale ÷ 100); new height = round(height × scale ÷ 100). Pixel count = new width × new height; megapixels = pixels ÷ 1,000,000. Pixel count change = (scale ÷ 100)². Aspect ratio is the input dimensions reduced by their greatest common divisor (1920:1080 → 16:9).
Dimensions round to whole pixels, so extreme or odd percentages can drift the aspect ratio by a pixel — video encoders additionally want even numbers.
Common scaling examples
| Original | Scale | Result |
|---|---|---|
| 1920 × 1080 (Full HD) | 150% | 2880 × 1620 — 2.25× the pixels |
| 3840 × 2160 (4K UHD) | 50% | 1920 × 1080 — 25% of the pixels |
| 1280 × 720 (HD) | 200% | 2560 × 1440 — 4× the pixels |
| 2560 × 1440 (QHD) | 75% | 1920 × 1080 — 56.3% of the pixels |
Computed as round(dimension × scale ÷ 100); pixel count scales with the square of the percentage.
Common mistakes
- Expecting 200% scale to double the pixels — it quadruples them, because both axes double.
- Exporting video at odd dimensions: most encoders require even width and height, so nudge the result by a pixel.
- Scaling width and height by different percentages and wondering why everything looks stretched.
- Confusing display scaling (UI zoom in Windows/macOS) with render resolution — 150% UI scaling does not change how many pixels your panel has.
Frequently asked questions
What is the resolution scale formula?
New width = width × scale ÷ 100, and the same for height, rounded to whole pixels. Total pixel count changes by (scale ÷ 100) squared — 150% scale is 2.25× the pixels.
Does scaling change the aspect ratio?
No — applying one percentage to both axes preserves the ratio exactly, apart from sub-pixel rounding. 1920 × 1080 stays 16:9 at any scale.
What is 1920 × 1080 at 150%?
2880 × 1620, which is 4.67 megapixels — 2.25 times the 2.07 MP of native 1080p. Games sometimes call this 1620p supersampling.
What does MP (megapixels) mean here?
Width times height divided by one million. It is the honest measure of how much image data — and GPU or encoding work — a resolution represents.