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Retro Handheld Resolutions & Aspect Ratios: The Complete Chart

Table of contents

Getting it right

Getting retro handheld resolutions and aspect ratios right is one of the trickiest parts of emulation.

Every system was built for a different shape and pixel count.

What were the original ratios?

If I upscale, how much do I need to hit 1080p?

What about 4K?

What exactly is 8× resolution?

Let’s answer all of that below.

How to Read the Retro Handheld Resolutions Chart

Each row shows a system’s native aspect ratio and native resolution, the shape and pixel count the original hardware actually output.

The four columns after that (720p, 1080p, 1440p, and 2160p/4K) are the whole-number upscale you set in your emulator to fill a screen at that resolution.

For example, the PlayStation renders at 320×240.

To pass 1080p you’d set a 5× upscale (240 × 5 = 1200, just over 1080).

We always round up to the next whole number because a 4.5× “upscale” isn’t something most emulators can do cleanly, and forcing it leaves you with a blurry, uneven image (more on why below).

If your handheld’s screen falls between two targets, pick the higher one and let the display scale it down because that always looks better than scaling up to a fractional number.

Once you know the upscale you need, you’ll set it in your emulator. See my ARMSX2, Dolphin and Azahar guides for where those resolution options live.

SystemNative Aspect RatioNative Resolution720p1080p1440p2160p (4K)
Atari 52004:3320×2403x5x6x9x
Atari Lynx1.57:1160×1028x11x15x22x
ColecoVision4:3256×1924x6x8x12x
MSX3:2256×1924x6x8x12x
MSX23:2256×1924x6x8x12x
Neo Geo10:7320×2244x5x7x10x
Neo Geo Pocket/Pocket Color20:19160×1525x8x10x15x
Nintendo 3DS15:9 (top), 4:3 (bottom)400×240 (top), 320×240 (bottom)3x5x6x9x
Nintendo 644:3320×2403x5x6x9x
Nintendo DS4:3 (both)256×192 (both)4x6x8x12x
Nintendo Entertainment System4:3, 8:7256×2403x5x6x9x
Nintendo Game Boy/Game Boy Color10:9160×1445x8x10x15x
Nintendo Game Boy Advance3:2240×1605x7x9x14x
Nintendo GameCube4:3640×4802x3x3x5x
Nintendo Switch16:91280×720 (handheld), 1920×1080 (docked)1x2x2x3x
Nintendo Wii4:3 (all), 16:9 (some)640×4802x3x3x5x
Sega Dreamcast4:3640×4802x3x3x5x
Sega Genesis4:3320×2403x5x6x9x
Sega Master System4:3256×1924x6x8x12x
Sega Saturn4:3320×2403x5x6x9x
Sony PlayStation4:3320×2403x5x6x9x
Sony PlayStation 24:3 (all), 16:9 (some)640×4802x3x3x5x
Sony PlayStation Portable16:9480×2723x4x6x8x
Sony PlayStation Vita16:9960×5442x2x3x4x
Super Nintendo Entertainment System4:3, 8:7256×2244x5x7x10x
Wonderswan14:9224×1445x8x10x15x

Why Whole-Number (Integer) Scaling Matters

This is the part that trips most people up.

When you scale a retro game by a whole number like 2×, 3×, 5×, every original pixel becomes an even block of pixels on screen.

That’s integer scaling (also called “pixel-perfect”), and it keeps the image razor sharp with no shimmering or uneven lines.

Scale by a fraction like say 3.75× to exactly fill a 720p panel and the original pixels can’t divide evenly into the new grid.

Some get doubled, others don’t, and you’re left with wavy text, uneven scanlines, and a faintly smeared look.

It’s the number-one reason a game can look worse on a sharp modern screen than it did on an old CRT.

Every figure in the chart below is a whole number for exactly this reason.

Matching the Aspect Ratio to Your Screen

Native resolution tells you how sharp to make the image; aspect ratio tells you what shape it should be.

Most retro systems are 4:3, squarer than the 16:9 screen on most newer handhelds.

Stretch a 4:3 game to fill a 16:9 display and everyone looks short and wide, which is why the correct way to play most of these systems leaves black bars on the sides.

A few systems break the pattern: the PSP and PS Vita are natively 16:9, the Game Boy is a tall-ish 10:9, and the 3DS uses different ratios on each screen.

The chart lists each one so you can match the original hardware instead of guessing.

FAQ

What is 8× resolution?

It means the emulator renders the game at eight times its native resolution in each direction. An 8× upscale of a 320×240 game is 2560×1920, more than enough to fill a 1440p or even 4K screen with a clean, sharp image.

How much do I need to upscale to reach 1080p?

It depends on the system’s native resolution. For most 4:3 systems around 320×240 (PS1, N64, Genesis, Saturn), a upscale passes 1080p. For lower-res handhelds like the Game Boy (160×144) it’s . The chart lists the exact figure for every system.

Should I always use the highest upscale my handheld can handle?

No, match the upscale to your screen. Going far beyond your panel’s resolution just wastes performance and battery for no visible gain. Pick the smallest whole number that reaches your screen’s resolution.

Why not just stretch the game to fill the whole screen?

Stretching to a non-native aspect ratio distorts the image, and stretching to a fractional resolution breaks integer scaling and adds blur. A correctly-proportioned image with a few black bars almost always looks better than a “full screen” one.

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