Splash Screen Sizes for iOS and Android (2026)
Verified againstAndroid SplashScreen API,Apple launch screenson 2026-08-15.
There is no one splash screen size. On iOS the launch screen is a storyboard that scales to every device, with any raster asset supplied at @1x, @2x, and @3x. On Android you target density buckets (mdpi through xxxhdpi at 1x, 1.5x, 2x, 3x, 4x), and on Android 12 and newer the system draws a centered app icon of about 288dp instead of a full-screen image.
Android density buckets
Android splash and drawable assets are sized by screen density, not by a fixed pixel dimension. Each bucket is a multiple of the mdpi baseline. The pixel column below scales a 320 x 480 baseline as an example, the ratio between buckets is the fixed part.
| Density bucket | Scale | Example (px) |
|---|---|---|
| mdpi | 1x (baseline) | 320 x 480 |
| hdpi | 1.5x | 480 x 720 |
| xhdpi | 2x | 640 x 960 |
| xxhdpi | 3x | 960 x 1440 |
| xxxhdpi | 4x | 1280 x 1920 |
Android 12+ SplashScreen API
On Android 12 and higher the platform renders the splash screen: your app icon centered on a solid window background, with no full-screen launch image. The icon occupies a centered region of roughly 288dp. You set it through windowSplashScreen theme attributes rather than shipping sized images. Confirm the current icon and inset values in the Android documentation, they change between releases.
iOS launch screens
Apple recommends a launch storyboard, which adapts to every screen without per-device images. You design it in points and the system renders it at the right resolution. There are no fixed launch-image pixel sizes. Any raster image you reference from the storyboard, or place in an asset catalog, is supplied at three scale factors.
| Scale factor | Meaning |
|---|---|
| @1x | Legacy non-Retina baseline (1 point = 1 pixel). |
| @2x | Retina displays (1 point = 2 pixels). |
| @3x | Super Retina displays (1 point = 3 pixels). |
iOS launch screen
Use a launch storyboard (no fixed pixel size)
Raster assets at @1x, @2x, @3x
Android density buckets (mdpi baseline 320 x 480)
mdpi 1x 320 x 480
hdpi 1.5x 480 x 720
xhdpi 2x 640 x 960
xxhdpi 3x 960 x 1440
xxxhdpi 4x 1280 x 1920
Android 12+ SplashScreen API
System draws a centered app icon (~288dp), no full-screen imageSplash Screen Generator
Generate iOS launch and Android splash assets at the right densities.
Frequently asked questions
What size should a splash screen be?
There is no single splash screen size. On iOS the launch screen is a storyboard that adapts to any device, so you design it in points and let the system render it. On Android you either supply a background drawable per density bucket (mdpi through xxxhdpi) or, on Android 12 and newer, use the SplashScreen API with a centered app icon rather than a full-screen image.
What are the Android density buckets in pixels?
The buckets are density multipliers of a baseline (mdpi). Relative to mdpi at 1x, hdpi is 1.5x, xhdpi is 2x, xxhdpi is 3x, and xxxhdpi is 4x. Scaling a 320 x 480 mdpi baseline gives 480 x 720 (hdpi), 640 x 960 (xhdpi), 960 x 1440 (xxhdpi), and 1280 x 1920 (xxxhdpi). Your actual baseline depends on the artwork, the important part is the ratio between buckets.
How does the Android 12 SplashScreen API change things?
On Android 12 and higher the system draws the splash screen for you: your app icon on a solid window background, no full-screen image. The icon sits in a centered region of roughly 288dp. You configure it with windowSplashScreen theme attributes rather than shipping a launch image. Verify the exact icon and inset dimensions in the current Android documentation, they are tuned per release.
Do I still need @1x, @2x, and @3x launch images on iOS?
Not for the launch screen itself. Apple recommends a launch storyboard, which scales to every device without per-size images. The @1x/@2x/@3x scale factors still apply to any individual raster asset you place inside an asset catalog, so if your launch storyboard references an image, provide that image at all three scales.
Why did the old tool page only say 1x, 2x, 3x?
Those are scale factors, not pixel sizes. This page gives the real pixel guidance: iOS scales its storyboard automatically, and Android density buckets multiply a baseline by 1x, 1.5x, 2x, 3x, and 4x. Use the density table for concrete pixel targets.