Android RetroArch video scaling guide / 2026-08-03

Fix stretched arcade pixels with RetroArch aspect ratio and integer scaling on Android

Separate the core-provided picture shape from whole-number scaling, overscan, rotation, shaders, and the Android screen's available viewport.

9 minute display guideCurrent RetroArch video scaling controls on Android; core geometry and available menu labels vary by build

Fix stretched arcade pixels with RetroArch aspect ratio and integer scaling on Android

Start with Video → Scaling → Aspect Ratio set to Core Provided, leave custom viewport and shaders off, and observe one known screen. Enable Integer Scale only if whole-number pixel enlargement is worth unused borders on that display. Aspect ratio controls the picture's shape; integer scaling controls enlargement. Neither fixes wrong core geometry, cropped overscan, rotation, or a shader preset by itself.

Do this in order

  1. 01

    Record the Android device resolution and orientation, RetroArch package/version, core/version, content, and current Video → Scaling values.

  2. 02

    Disable custom viewport, video filter, and shader preset temporarily, then set Aspect Ratio to Core Provided.

  3. 03

    Check a known circle, square, text grid, or test pattern before treating black borders as a defect.

  4. 04

    Enable Integer Scale and compare pixel regularity, border size, and whether the complete image remains visible.

  5. 05

    If the image is cropped or rotated, diagnose overscan and rotation separately rather than forcing a custom aspect ratio.

  6. 06

    Save the smallest scoped override only after relaunching the same content and confirming menus and touch controls still fit.

Decision and diagnostic table

ControlWhat it changesWhat it does not prove
Core Provided aspectDisplayed shape requested by the coreHistorically correct pixels for every title
Integer ScaleWhole-number enlargement behaviorFull-screen fill without borders
Custom viewportManual size and positionCorrect geometry after an update
Shader/filterPost-processing and samplingCorrect aspect or complete overscan

Shape and scale solve different problems

The core reports geometry and a preferred aspect; RetroArch chooses a viewport on the physical display. Integer scaling can make pixel sizes more regular, but a phone whose dimensions are not exact multiples may retain borders. Stretching those borders away changes shape or scale policy.

Build a clean baseline before judging pixels

Shaders, bilinear filtering, crop settings, custom viewports, and rotation can each alter the final image. Temporarily removing them lets one setting own each observation and prevents a preset from masking a geometry error.

Save only after checking Android controls

A portrait display, cutout, or touch overlay can reduce the usable viewport. Verify gameplay, menu access, and touch targets after the video change before saving a game or core override.

First-party sources

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