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Pixel Art Scaler

This tool helps you scale pixel art to bigger or smaller sizes without blurring - for game development, social media or personal uses. Everything happens instantly in your browser and your image is never uploaded anywhere. Several specialized pixel art scaling algorithms are included, like cleanEdge, hqx and xBR. To rotate pixel art instead, use our Pixel Art Rotator, and to upload to social media use the Pixel Art Uploader. Note that animated GIFs aren't supported — only the first frame will be scaled.

  • Choose File

  • Drag and Drop

  • Paste image or URL

    CTRL V
click to activate dropping/pasting

Uploading

Due to a known bug, pasting images in Firefox may result in inaccurate colors.
X
Scaling…
×1

click and drag the preview to pan • scroll to zoom

Scale

0 X 0 pixels

This is not a pixel-perfect scale, so pixels will be unevenly sized.

The image dimensions aren't evenly divisible by this amount, so pixels will be unevenly sized.

Image too large to scale this much.

Animated GIFs aren't supported by this tool, only the first frame will be scaled. To scale a whole animation, use the legacy scaler.

Algorithm

Pixel Art Scaling Algorithms

Each algorithm below takes a different approach to enlarging pixel art. Some only ever copy the original pixels, so they keep your exact palette; others blend new in-between colors to smooth edges (you can force those back onto the original palette with the "restrict to original colors" option).

Nearest Neighbor

Keeps original colors · Any scale

This is the ideal scaling method for pixel art, keeping all pixels sharp and clean and never introduces any new colors.The simplest and default method: every output pixel is an exact copy of the closest source pixel, so nothing is blended and your colors are untouched. Sometimes called "point sampling", "pixel replication" or "closest".

Learn more ↗

cleanEdge

Keeps original colors · Any scale + rotation

A modern GPU algorithm by torcado (2022). It finds the lines and slopes in your art and extends them smoothly to any size or angle without ever blending new colors, so edges stay crisp and on-palette. Built specifically for clean results at arbitrary scales and rotations.

torcado.com/cleanEdge ↗

Scale2x / Scale3x

Keeps original colors · 2×, 3×

Originally EPX, written by Eric Johnston at LucasArts around 1992 to scale up old game art, and later independently reinvented as Scale2x / AdvMAME by Andrea Mazzoleni. It rounds off diagonal "staircases" by expanding each pixel from its neighbors, with no blending, so no new colors appear.

scale2x.it ↗

Eagle

Keeps original colors · 2×

One of the earliest emulator smoothing filters. For each pixel it checks the neighbors above and to the side and rounds corners more aggressively than Scale2x, giving a chunkier, smoother look — though very thin details can disappear. No new colors are introduced.

Learn more ↗

Marching Squares

Keeps original colors · Any scale

Marching squares is a classic contour-tracing algorithm (the 2D cousin of Marching Cubes). Here it traces each color region's boundary and cuts the corners along its 45° contour, turning blocky staircases into clean diagonals without blending any new colors. Works at any scale.

Learn more ↗

hqx (hq2x/3x/4x)

Blends new colors · 2×, 3×, 4×

Created by Maxim Stepin in 2003. It compares each pixel to its eight neighbors in YUV color space and uses large lookup tables to draw smooth, anti-aliased edges — the classic soft "emulator" upscale. It blends new in-between colors. This browser port is by Dominic Szablewski (phoboslab).

github.com/phoboslab/js-hqx ↗

xBR

Blends new colors (or clamp) · 2×, 3×, 4×

"Scale By Rules", by Hyllian. It detects the direction of each edge and reconstructs curves and diagonals with a two-stage rule set, giving sharper, more vector-like results than hqx and handling anti-aliased lines well. Blends colors unless you restrict output to the original palette. JS port by joseprio.

github.com/joseprio/xBRjs ↗

2xSaI

Blends new colors · 2×

"2× Scale and Interpolate", made by Derek Liauw Kie Fa (Kreed) in 1999 and hugely popular in early emulators. It matches diagonal patterns in a 4×4 window and blends along them for a soft, smoothed result.

View source ↗

Super 2xSaI

Blends new colors · 2×

Kreed's refinement of 2xSaI with wider edge detection, blending over a larger area for even smoother gradients — at the cost of a little sharpness.

View source ↗

SuperEagle

Blends new colors · 2×

Another Kreed variant, a cross between Eagle and 2xSaI: it rounds edges more aggressively than 2xSaI while still blending colors, for a softer, rounder look.

View source ↗

OmniScale

Blends new colors · Any whole factor

By Lior Halphon for the SameBoy Game Boy emulator. It gives hqx-style smoothing but works at any whole scale factor instead of a fixed 2×/3×/4×, which makes it handy for unusual sizes. It blends new colors.

github.com/LIJI32/SameBoy ↗

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