Device Screen Sizes
Points, device pixels and scale factors, kept straight.
By name, or by any dimension in points or device pixels.
Handhelds are listed portrait by default. This swaps the axes rather than changing any figure — a rotated screen is the same screen.
Devices42 of 42
Phones
| Device | Pointsdesign in these | Device pixelsexport at these | Scale | Copy |
|---|---|---|---|---|
| iPhone 16 Pro Max19.5:9 · 6.9″ · 458 ppi | 440 × 956 | 1320 × 2868 | @3× | |
| iPhone 16 Pro19.5:9 · 6.3″ · 458 ppi | 402 × 874 | 1206 × 2622 | @3× | |
| iPhone 16 Plus19.5:9 · 6.7″ · 460 ppi | 430 × 932 | 1290 × 2796 | @3× | |
| iPhone 1619.5:9 · 6.1″ · 461 ppi | 393 × 852 | 1179 × 2556 | @3× | |
| iPhone 15 Pro Max19.5:9 · 6.7″ · 460 ppi | 430 × 932 | 1290 × 2796 | @3× | |
| iPhone 15 / 15 Pro19.5:9 · 6.1″ · 461 ppi | 393 × 852 | 1179 × 2556 | @3× | |
| iPhone 14 Pro Max19.5:9 · 6.7″ · 460 ppi | 430 × 932 | 1290 × 2796 | @3× | |
| iPhone 14 Pro19.5:9 · 6.1″ · 461 ppi | 393 × 852 | 1179 × 2556 | @3× | |
| iPhone 14 Plus19.5:9 · 6.7″ · 457 ppi | 428 × 926 | 1284 × 2778 | @3× | |
| iPhone 14 / 13 / 1219.5:9 · 6.1″ · 457 ppi | 390 × 844 | 1170 × 2532 | @3× | |
| iPhone 13 mini / 12 mini19.5:9 · 5.4″ · 497 ppi | 375 × 812 | 1125 × 2436 | @3× | |
| iPhone SE (2nd–3rd gen)16:9 · 4.7″ · 326 ppiThe smallest current iPhone viewport — worth designing against | 375 × 667 | 750 × 1334 | @2× | |
| Pixel 9 Pro XL20:9 · 6.8″ · 422 ppi | 448 × 998 | 1176 × 2620 | @2.625× | |
| Pixel 9 / 820:9 · 6.3″ · 418 ppi | 412 × 915 | 1082 × 2402 | @2.625× | |
| Pixel 8a / 7a19.5:9 · 6.1″ · 423 ppi | 412 × 892 | 1082 × 2342 | @2.625× | |
| Galaxy S24 Ultra19.5:9 · 6.8″ · 501 ppi | 384 × 824 | 1440 × 3090 | @3.75× | |
| Galaxy S24 / S2319.5:9 · 6.2″ · 416 ppi | 360 × 780 | 1080 × 2340 | @3× | |
| Galaxy A5420:9 · 6.4″ · 411 ppi | 360 × 800 | 1080 × 2400 | @3× |
Tablets
| Device | Pointsdesign in these | Device pixelsexport at these | Scale | Copy |
|---|---|---|---|---|
| iPad Pro 13"4:3 · 13″ · 263 ppi | 1024 × 1366 | 2048 × 2732 | @2× | |
| iPad Pro 11"1.43:1 · 11″ · 265 ppi | 834 × 1194 | 1668 × 2388 | @2× | |
| iPad Air 13"4:3 · 13″ · 263 ppi | 1024 × 1366 | 2048 × 2732 | @2× | |
| iPad Air 11"1.44:1 · 11″ · 261 ppi | 820 × 1180 | 1640 × 2360 | @2× | |
| iPad (10th gen)1.44:1 · 10.9″ · 264 ppi | 820 × 1180 | 1640 × 2360 | @2× | |
| iPad mini3:2 · 8.3″ · 327 ppi | 744 × 1133 | 1488 × 2266 | @2× | |
| Galaxy Tab S9 Ultra16:10 · 14.6″ · 245 ppi | 960 × 1508 | 1920 × 3016 | @2× | |
| Galaxy Tab S916:10 · 11″ · 274 ppi | 800 × 1280 | 1600 × 2560 | @2× | |
| Surface Pro 93:2 · 13″ · 266 ppi | 960 × 1440 | 1920 × 2880 | @2× |
Laptops
| Device | Pointsdesign in these | Device pixelsexport at these | Scale | Copy |
|---|---|---|---|---|
| MacBook Pro 16"1.55:1 · 16.2″ · 254 ppiDefault scaled resolution, not the native panel | 1728 × 1117 | 3456 × 2234 | @2× | |
| MacBook Pro 14"1.54:1 · 14.2″ · 254 ppiDefault scaled resolution | 1512 × 982 | 3024 × 1964 | @2× | |
| MacBook Air 15"1.54:1 · 15.3″ · 224 ppi | 1440 × 934 | 2880 × 1868 | @2× | |
| MacBook Air 13"1.54:1 · 13.6″ · 225 ppi | 1280 × 832 | 2560 × 1664 | @2× | |
| Typical Windows laptop16:9 · 15.6″ · 141 ppi1920 × 1080 panel at 125% scaling — the most common laptop viewport there is | 1536 × 864 | 1920 × 1080 | @1.25× | |
| Budget Windows laptop16:9 · 15.6″ · 100 ppi | 1366 × 768 | 1366 × 768 | @1× |
Desktop displays
| Device | Pointsdesign in these | Device pixelsexport at these | Scale | Copy |
|---|---|---|---|---|
| Apple Studio Display16:9 · 27″ · 218 ppi | 2560 × 1440 | 5120 × 2880 | @2× | |
| iMac 24"16:9 · 24″ · 214 ppi | 2240 × 1260 | 4480 × 2520 | @2× | |
| 4K display (UHD)16:9 · 27″ · 163 ppiAt 100% scaling. Many run 150%, giving 2560 × 1440 points | 3840 × 2160 | 3840 × 2160 | @1× | |
| 1440p display (QHD)16:9 · 27″ · 109 ppi | 2560 × 1440 | 2560 × 1440 | @1× | |
| 1080p display (FHD)16:9 · 24″ · 92 ppiStill the most common desktop resolution worldwide | 1920 × 1080 | 1920 × 1080 | @1× | |
| Ultrawide 34"43:18 · 34″ · 110 ppi | 3440 × 1440 | 3440 × 1440 | @1× |
Watches
| Device | Pointsdesign in these | Device pixelsexport at these | Scale | Copy |
|---|---|---|---|---|
| Apple Watch Ultra (49mm)1.22:1 | 205 × 251 | 410 × 502 | @2× | |
| Apple Watch 45mm1.22:1 | 198 × 242 | 396 × 484 | @2× | |
| Apple Watch 41mm1.22:1 | 176 × 215 | 352 × 430 | @2× |
Compiled from published specifications and last reviewed on 16 August 2026. Devices released since then will not be here. For anything that matters, measure the device or check the manufacturer’s own figures — a table like this is a starting point, not an authority.
Screen dimensions for phones, tablets, laptops and displays — in the points you design in and the device pixels you export at, with the scale factor between them. Searchable by name or by any dimension.
Why use this tool?
Points and pixels, separated
The two numbers people conflate, shown side by side with the scale factor that connects them.
Search any dimension
Type 393 or 1179 and find the device, whichever of the two numbers you have.
Landscape toggle
Swaps the axes without changing a figure — a rotated screen is the same screen.
Dated, not pretended
Shows when the list was last reviewed, because a device table with no date implies a currency it cannot have.
How this device screen sizes works
Three numbers describe every screen and two of them get confused constantly. Points — also called CSS pixels or density-independent pixels — are the coordinate space you lay out in. Device pixels are what the hardware actually lights up. The scale factor is the ratio between them, and it decides what @2× and @3× mean and nothing else.
An iPhone 15 is 393 points wide and 1179 device pixels wide, because it draws three device pixels for every point. Design at 393. Export raster assets at 3×. Anyone building a phone screen on a 1179-pixel canvas has designed it at triple size, and every type size on it is a third of what they intend — which is the single most common version of this mistake.
Pixel density in ppi is a third thing again, and it is about the panel rather than the coordinate space. It comes from the device pixels and the physical diagonal, so two phones can share a points size and a scale factor and still differ in density if their screens are different physical sizes. It matters for print-like fidelity and for nothing else in layout.
Laptop figures need one extra caution. The points size of a Mac laptop is its default scaled resolution rather than its native panel — a 14-inch MacBook Pro reports 1512 × 982 points while its panel is 3024 × 1964. Windows machines apply a display scaling percentage that users change freely, so the most common Windows laptop viewport is a 1920 × 1080 panel at 125% scaling, which is 1536 × 864 points.
How to use it
Step 1: Find the device
Search by name, or by any dimension in either points or device pixels.
Step 2: Read the points column
That is the number to design and lay out in. The device pixels column is for exporting raster assets.
Step 3: Copy it
Each row copies as points, pixels and scale factor together, so the context travels with the number.
Example usage
- Setting up an artboard
- 390 × 844 for an iPhone 14, not 1170 × 2532 — then export at 3× for the assets.
- Choosing a narrow test case
- The iPhone SE at 375 × 667 is the smallest current iPhone viewport and the one a tight layout breaks on first.
- Checking a desktop breakpoint
- 1536 × 864 is the most common Windows laptop viewport, which is narrower than most desktop designs assume.
Why this table goes out of date and what to do about it
Devices are released continuously, and a static list cannot know about anything launched after it was compiled. That is a genuine limitation rather than a caveat to skim: the table shows the date it was last reviewed precisely so you can judge how much to trust it, and anything newer than that date is simply absent with no indication that it should be there.
The deeper point is that designing to a device list is the wrong instinct anyway. Specific dimensions are useful for setting up an artboard and checking a known target, but a layout built to a list of viewports breaks on the next device that ships. Build to ranges, test at the extremes, and treat these numbers as landmarks rather than as the terrain.
The two figures worth committing to memory are the narrow end and the common middle: around 360 to 393 points wide covers the great majority of phones, and 1536 points is the most common laptop viewport. A design that works at both of those and stretches sensibly between will survive hardware you have never heard of.
Frequently asked questions
Should I design in points or device pixels?
Points, always. That is the coordinate space the layout lives in, and it is what CSS and every design tool measure by default. Device pixels only matter when exporting raster assets, where you multiply by the scale factor.
What is a scale factor or device pixel ratio?
The number of device pixels drawn per point. An iPhone at @3× draws three physical pixels for every point, so a 100-point square is 300 pixels across. It is why raster assets are exported at 2× and 3× and why vector artwork does not need to be.
Why does my design look half the size on my phone?
Almost certainly because the artboard was set in device pixels rather than points. A 1179-pixel-wide canvas for an iPhone 15 is three times too large, so everything on it renders a third of the intended size when scaled to the real 393-point viewport.
Why does a MacBook report a smaller resolution than its panel?
Because macOS runs those displays at a scaled resolution by default. A 14-inch MacBook Pro has a 3024 × 1964 panel but presents 1512 × 982 points, drawing at 2×. The points figure is the one your layout sees.
How current is this list?
It shows the date it was last reviewed, at the bottom of the table. Anything released after that date will not be here. For decisions that matter, check the manufacturer's current specification or measure the device — this is a reference, not an authority.
Which screen size should I design for first?
The narrow end. Around 360 to 393 points covers most phones and is where a tight layout fails first; fixing it there and letting it expand is far easier than the reverse. Then check the most common laptop viewport at 1536 points, which is narrower than most desktop designs assume.
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