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Device Size Reference

Screen dimensions, logical points, pixel density and safe areas for current iPhones and Android handsets.

Browse specs freeSign up to export the spec tableNo usage limits
DeviceLogicalPhysical pxScaleSafe topSafe bottomCutout
iPhone 16 Pro Max6.9"440 × 9561320 × 2868@3x6234Dynamic Island
iPhone 16 Pro6.3"402 × 8741206 × 2622@3x6234Dynamic Island
iPhone 16 / 156.1"393 × 8521179 × 2556@3x5934Dynamic Island
iPhone 14 Plus6.7"428 × 9261284 × 2778@3x4734Notch
iPhone 13 mini5.4"375 × 8121125 × 2436@3x5034Notch
iPhone SE (3rd gen)4.7"375 × 667750 × 1334@2x200None
Pixel 9 Pro XL6.8"448 × 9981344 × 2994@3x4824Punch hole
Pixel 96.3"412 × 9231082 × 2423@2.625x4824Punch hole
Galaxy S24 Ultra6.8"480 × 10231440 × 3069@3x4824Punch hole
Galaxy S246.2"360 × 7801080 × 2340@3x4824Punch hole

Every number you need for a device in one row: physical resolution, logical points or density-independent pixels, the scale factor between them, and the safe area insets.

It also shows your current viewport, so you can see where the browser you are reading this in sits against real hardware.

Points and pixels are not the same thing

You design in logical points; the device renders in physical pixels at 2x or 3x. A 44pt tap target is 88 or 132 real pixels. Confusing the two is why exported assets come out blurry — you export at the point dimension instead of multiplying by the scale factor first.

Design to the extremes, not the average

Pick the smallest screen you support and the largest, and make sure the layout survives both. Everything in between generally takes care of itself. The small end is where content gets clipped and tap targets collide; the large end is where a phone layout stretched to a tablet starts looking empty.

Safe areas change the usable height

The listed height is the full screen, not the space you can safely put controls in. Subtract the top inset for the notch or Dynamic Island and the bottom inset for the home indicator, and the genuinely free area is noticeably shorter than the spec sheet suggests. Backgrounds should still run edge to edge behind both.

How to use the device size reference

  1. Filter by platform to see only the devices you actually support.
  2. Read the logical size for layout work and the physical pixel size for asset exports.
  3. Multiply point dimensions by the scale factor before exporting any image asset.
  4. Note the safe top and bottom insets — that is the height genuinely available for controls.
  5. Export the table to keep the numbers alongside your design specs.

Use it with

  • Notch & Safe Area Simulator Preview your screen against real notches, Dynamic Islands and home indicators.
  • Aspect Ratio Calculator Work out the missing width or height for any ratio, with the common phone and store ratios one click away.
  • px to rem Converter Convert pixels to rem, em, dp and sp against any root size, with a full scale table.

Frequently asked questions

What screen size should I design mobile apps for?
Design at a common logical size such as 393×852 points, then verify at the smallest and largest devices you support. Working at logical points rather than physical pixels means one layout scales across every density.
What is the difference between points, pixels and dp?
Points (iOS) and density-independent pixels (Android) are layout units that stay visually consistent across devices. Physical pixels are what the hardware actually lights up — 2x or 3x as many. Design in points or dp, export assets in pixels.
How much vertical space do safe area insets take?
On a modern iPhone, roughly 59–62 points at the top for the Dynamic Island and 34 points at the bottom for the home indicator. That is close to 100 points of the screen you cannot safely place controls in.

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