Game render scale and pixel workload
PC / FPS
Apply one linear render percentage to both display dimensions. Pixel workload changes with the square of that percentage. Upscalers may round internally; pixel count alone cannot predict FPS or image quality.
Result
- Render width (px)
- 1,920
- Render height (px)
- 1,080
- Pixel workload (%)
- 56.25
Formula
render dimension = round(display dimension × scale / 100); pixel % = scale² / 100
Related game questions
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- Horizontal and vertical FOV for a game display
- FPS and frame time budget
- Analyze a game frametime sample
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- Gaming packet loss from sent and received counts
- How much space will a gameplay recording use?
- Game download time from size and bandwidth
Using this reference
The scale applies to both width and height. At 75%, a 2560 × 1440 image becomes 1920 × 1080, which is 56.25% of the original pixel count. A 25% reduction in each dimension is therefore not merely a 25% reduction in pixels.
Compare the resulting dimensions before changing a game setting. This counts pixels; it does not predict FPS or the quality of a specific upscaler. Games can round internal dimensions differently or apply dynamic resolution, so the actual render size may vary.
Sources and scope
Public source snapshot; changes after this version may differ. 2026-11-03