The largest screenshot Apple accepts is 1320 x 2868 pixels, and on a current large iPhone that is exactly what your own phone produces when you press the two buttons. On Google Play you cannot publish without a 512 x 512 pixel app icon, a 1024 x 500 feature graphic, and at least two screenshots. Other assets depend on the devices and placements you support.

App Store screenshots must be 1320 x 2868 pixels for the 6.9-inch iPhone class, or 2064 x 2752 for the 13-inch iPad class. Google Play needs a 512 x 512 icon, a 1024 x 500 feature graphic and two screenshots. Own the largest size and the smaller ones come free.

What makes this look hard is the length of the lists. Apple publishes thirteen iPhone and iPad display classes, several of them with three or four accepted dimensions each, and Google lists seven supported device types. A first app touches a handful of both.

Every number below was read off Apple’s and Google’s own pages on 16 August 2026. None of it is estimated, no vendor blog was used as the source for a pixel dimension, and no account was used to produce or upload a file, so this is what the documentation states rather than a report on an upload that happened. Apple’s screenshot specifications page carries no last-updated date of its own, so 16 August 2026 is the only date those numbers carry.

Everything that surrounds these image files, from the developer account through to getting the build itself into review, is one long sequence with a guide of its own.

App Store screenshot sizes

Apple’s screenshot specifications page states that you can upload “one to 10 screenshots in .jpeg, .jpg, and .png formats”, and adds a note that images “can’t include alpha channels or transparencies”. That count is per device size. Apple documents the localization side on its upload page rather than that one, linked further down, where screenshots are held per device size and per localization. A two-language listing with two classes filled in is four separate uploads of the same pictures.

The table below is every current iPhone and iPad display class, its accepted portrait dimensions, and what Apple’s page prints next to it. Landscape sizes are the same numbers transposed, so a 1320 x 2868 portrait file has a 2868 x 1320 landscape twin.

Display classAccepted portrait sizes (pixels)What Apple’s page says next to it
6.9 inch1260 x 2736, 1290 x 2796, 1320 x 2868Nothing. Top of the iPhone ladder
6.5 inch1284 x 2778, 1242 x 2688”Required if app runs on iPhone and screenshots for 6.9” display aren’t provided”. Scaled from 6.9 inch
6.3 inch1179 x 2556, 1206 x 2622Scaled from 6.5 inch
6.1 inch1170 x 2532, 1125 x 2436, 1080 x 2340Scaled from 6.5 inch
5.5 inch1242 x 2208Scaled from 6.1 inch
4.7 inch750 x 1334Scaled from 5.5 inch
4 inch640 x 1136 with status bar, 640 x 1096 withoutScaled from 4.7 inch
3.5 inch640 x 960 with status bar, 640 x 920 withoutScaled from 4 inch
iPad 13 inch2064 x 2752, 2048 x 2732”Required if app runs on iPad”. Top of the iPad ladder
iPad 12.9 inch2048 x 2732Scaled from 13 inch
iPad 11 inch1488 x 2266, 1668 x 2420, 1668 x 2388, 1640 x 2360Scaled from 13 inch
iPad 10.5 inch1668 x 2224Scaled from 12.9 inch
iPad 9.7 inch1536 x 2048 with status bar, 1536 x 2008 without, 768 x 1024 with status bar, 768 x 1004 withoutScaled from 10.5 inch

Sizes checked 16 August 2026.

Apple names devices against each class, which is the fastest way to work out which one you are in. The 6.9-inch class lists iPhone Air, iPhone 17 Pro Max, iPhone 16 Pro Max, iPhone 16 Plus, iPhone 15 Pro Max, iPhone 15 Plus and iPhone 14 Pro Max. The 6.3-inch class lists iPhone 17 Pro, iPhone 17, iPhone 16 Pro, iPhone 16, iPhone 15 Pro, iPhone 15 and iPhone 14 Pro. Both lists move every autumn when new hardware ships, which is the single most perishable thing on this page.

The other Apple platforms are short enough to keep out of the table:

  • Mac apps need one of 1280 x 800, 1440 x 900, 2560 x 1600 or 2880 x 1800, at a 16:10 aspect ratio.
  • Apple TV apps need 1920 x 1080 or 3840 x 2160.
  • Apple Vision Pro needs 3840 x 2160.
  • Apple Watch apps pick one size by series, from 422 x 514 for the Ultra 3 down to 312 x 390 for the Series 3, and Apple adds that “You must use the same screenshot size for Apple Watch consistently across all localizations for the app”.

You upload all of this in App Store Connect. On the app’s version page, the App Previews and Screenshots section shows one device size at a time, and Apple’s own instruction for reaching the rest is to “click View All Sizes in Media Manager”. Screen labels move, so treat that one as read on 16 August 2026 rather than as permanent. The account roles allowed to do it are Account Holder, Admin, App Manager or Marketing, which matters when the person who owns the Apple account is not the person making the pictures.

Video sits in a separate slot. Apple allows up to three app previews per supported device size and language, in .mov, .m4v or .mp4, and producing those is a different job from producing stills.

Do you need every size? What Apple actually requires

Apple requires two screenshot sizes out of the thirteen classes it lists: the 6.9-inch iPhone class, or 6.5-inch if you skip it, and the 13-inch iPad class when the app runs on iPad. The other eleven classes each carry a note that a scaled screenshot from a larger class is used instead.

Read the right-hand column of that table downward and a ladder appears. The 6.5-inch class is scaled from 6.9-inch. The 6.3-inch and 6.1-inch classes are scaled from 6.5-inch. The 5.5-inch class comes from 6.1-inch, the 4.7-inch class from 5.5-inch, the 4-inch class from 4.7-inch, the 3.5-inch class from 4-inch. On the iPad side, 12.9-inch and 11-inch come from 13-inch, 10.5-inch comes from 12.9-inch, and 9.7-inch comes from 10.5-inch. Eleven classes, eleven notes, every one of them pointing at something bigger.

Two classes carry no such note: 6.9-inch iPhone and 13-inch iPad. They sit at the top of their ladders and there is nothing above them to scale from. That is the whole answer to the question most people arrive with. Upload one set of 1320 x 2868 files, add one set of 2064 x 2752 files if the app runs on iPad, and Apple fills in the rest of both ladders.

Apple states it directly on its upload page:

If your app’s user interface is the same across multiple device sizes and localizations, provide only the highest resolution screenshots required. They automatically scale down to smaller device sizes.

Three honest limits sit on that. The first is the condition Apple wrote into the sentence: this holds when the interface is the same across sizes, so an app with a genuinely different iPad layout is showing iPad users a shrunken iPhone screen if you lean on scaling. The second is that scaling changes the pixel count and nothing else, so a cramped or badly cropped frame arrives at the smaller size cramped and badly cropped. The third is that none of this says anything about whether App Review likes the picture, which is a separate set of rules further down this page.

Play Store app images: what Google requires

Google Play asks for these files in the Graphics section of a store listing in Play Console, and its preview assets documentation is unusually blunt about which ones block publishing. Three do: the icon, the feature graphic, and two screenshots.

AssetFormatDimensionsLimitsRequired to publish?
App icon32-bit PNG (with alpha)512px by 512pxMaximum file size 1024KBYes
Feature graphicJPEG or 24-bit PNG (no alpha)1024px by 500pxNone statedYes
ScreenshotsJPEG or 24-bit PNG (no alpha)Minimum dimension 320px, maximum 3840pxUp to 8 per device type; longest side no more than twice the shortestYes, minimum of two
Tablet and Chromebook screenshotsJPEG or 24-bit PNG (no alpha)Between 1,080 and 7,680pxMinimum of 4, 16:9 landscape or 9:16 portraitNo
Android TV bannerJPEG or 24-bit PNG (no alpha)1280px by 720pxOneRequired for Android TV apps

Sizes checked 16 August 2026.

The exact wording is worth having, because these three sentences are the ones that stop an upload. Google writes “You must provide an app icon to publish your store listing”, “You must provide a feature graphic to publish your store listing”, and “You must provide a minimum of two screenshots across different device types to publish your store listing”.

The feature graphic is the one that catches people arriving from Apple. There is no App Store equivalent, so a founder who has already finished the iOS side has never made a 1024 x 500 landscape image and will not have one lying around.

The rule that quietly rejects a file is the shape constraint. Google states that “The maximum dimension of your screenshot can’t be more than twice as long as the minimum dimension.” Run the division before you upload, because it catches ordinary phones: a 1080 x 2400 screenshot is 2.22 times as long as it is wide, which is over the line, and that is the native aspect ratio of a lot of current Android hardware. A stitched panorama or a three-panel marketing image fails outright.

Google says “You can add up to 8 screenshots for each supported device type”, and lists those types as “phones, tablets (7-inch and 10-inch), Chromebooks, Android TVs, Wear OS watches, Android Automotive OS cars, and Android XR headsets”. Most first listings fill one of the seven.

Two smaller specs are worth knowing because almost nobody writes about them. Each screenshot takes alt text, and Google’s guidance is to “Use context to identify the important part of the image, using 140 characters or less”. Separately, a set of asset requirements governs whether a listing is eligible for the large-format placements Google builds out of screenshots: for apps, “you must provide at least four screenshots with minimum 1080px resolution”, at 16:9 landscape with a minimum of 1920x1080px, or 9:16 portrait with a minimum of 1080x1920px. That is a specification for the files themselves.

The other device types come with their own floors. Android TV distribution means “you need to add at least one Android TV screenshot before you can publish your app”, plus the 1280 x 720 banner. Wear OS asks for at least one screenshot “with a 1:1 aspect ratio and with a minimum size of 384 x 384 pixels”, showing only the app interface and not sitting inside a watch frame.

Google’s own release gates, the closed testing rule and the Data safety form, sit around these files and take considerably longer than the images do.

App Store icon size and Play Store app icon size: two different jobs

Both stores want a square icon, and both mask it themselves. What differs is where the file lives, and that difference decides whether changing your mind later takes five minutes or a whole release.

Apple’s Human Interface Guidelines give the layout size for iOS, iPadOS and macOS app icons as 1024x1024 px, with a layered style and a rounded-rectangle mask applied by the system. Apple’s Xcode documentation states the same figure from the build side: “iOS, iPadOS, tvOS, and watchOS apps can auto-generate all icon variations from a single 1024×1024 pixel image.” Two exceptions sit next to it. For macOS and tvOS “you need to supply an asset for each size”, and for visionOS “you need to supply a single 1024x1024 pixel asset”.

The consequential part is where that file goes. Apple’s help page for adding an app icon says to create it using Icon Composer, or to add it to an asset catalog inside the Xcode project, then upload the build. The icon ships inside the binary. So App Store Connect states plainly that “If you want to change your app icon after publishing, you must create and upload a new version of your app”, and then submit that version for review. A typo in your icon is a release.

What a Base44 build hands you, including the logo it generates for you, is a path of its own from export through to a live listing.

Google’s icon is an ordinary listing image. Its icon design specifications give “Final size: 512px x 512px”, “Format: 32-bit PNG”, “Color space: sRGB” and “Max file size: 1024KB”. Two lines on that page save real time. “Shape: Full square”, because “Google Play dynamically handles masking” with a radius “equivalent to 30% of icon size”. And “Shadow: None”, because “Google Play dynamically handles shadows”. Round the corners yourself and you get an icon with two sets of rounded corners once Play masks it again. Draw a drop shadow and you get two shadows.

That file uploads in the Graphics section of the store listing in Play Console, next to the screenshots, and replacing it is a listing edit. One store lets you fix the icon this afternoon. The other lets you fix it in your next version.

The words that sit under and beside these images, the app name, the subtitle and the description with their own character limits, are a separate set of fields with a separate set of rules.

How to take App Store screenshots without a Mac

This section is about producing the image files. Getting the build itself to Apple from a Windows machine is a different problem with a different answer, and it is worth reading separately before you start on artwork.

App Store screenshots can be captured on an iPhone with no Mac involved: a screenshot from an iPhone 16 Pro Max is 2868 by 1320 pixels, which is a size Apple lists for the required 6.9-inch class. The Mac requirement belongs to Xcode and its Simulator, which is one route of several.

The most direct route is the phone in your pocket, when it is the right phone.

PhoneResolution on Apple’s tech specs pageApple’s display classUsable as it comes?
iPhone 16 Pro Max6.9-inch display, 2868 by 1320 pixels6.9 inchYes. 1320 x 2868 is a listed 6.9-inch size, and 6.9 inch is the required class
iPhone 16 Pro6.3-inch display, 2622 by 1206 pixels6.3 inchAccepted at 6.3 inch, but 6.3 inch is not a required class

Sizes checked 16 August 2026, on Apple’s tech specs pages for those two models.

That table has two rows because those are the two device spec pages read for this article. Apple lists several other phones in the same 6.9-inch class, including iPhone Air, iPhone 17 Pro Max, iPhone 16 Plus, iPhone 15 Pro Max, iPhone 15 Plus and iPhone 14 Pro Max, and any of them puts a screenshot in the required class. A 6.3-inch phone gives you a valid file for a class Apple does not require, and since Apple only ever scales downward, that file does nothing for the 6.9-inch class above it.

If your own phone is the wrong size, borrowing one for twenty minutes is a real answer and a boring one. You need one file per screen you want to show, up to ten.

For the Play side there is a free and documented route on Windows. Android Studio’s emulator has a screenshot control, described in Google’s documentation as “Click to take a screenshot of the device”, and the emulator’s stated system requirements name “64-bit Windows 10 or higher, MacOS 12 or higher, Linux, or ChromeOS operating system”. A Windows laptop can produce Google Play screenshots at any size in the accepted range without borrowing anything.

The Apple simulator route is the one with the platform constraint, and it is worth stating precisely rather than from memory. Apple’s Xcode support page lists a “Supported macOS Versions” column for every Xcode release, defined on that same page as “The version of macOS supported to install this version of Xcode”, and names no other operating system anywhere in the table. Simulator appears in the same table as a property of an Xcode version. Apple’s Xcode product page then describes Simulator in a section headed “Prototype on every device, all from your Mac”. Read together, that is Apple documenting Xcode and Simulator as Mac software, without ever writing the sentence “Simulator requires macOS” in those words.

Beyond that there are rented Macs and hosted build services. They exist and they work, and they are a category rather than a recommendation here.

Two of Apple’s own rules decide whether any of these captures is usable at all. Guideline 2.3.3 says screenshots “should show the app in use, and not merely the title art, login page, or splash screen”, which rules out the tempting shortcut of shipping your prettiest empty state. Guideline 2.3.9 says you “should display fictional account information instead of data from a real person”, and that one catches almost everybody, because the quickest screenshot available is of your own live account with your own real name, address and order history in it. Populate a test account first and the whole capture session gets simpler.

Once the files exist, the rest is browser work. Uploading to App Store Connect or Play Console runs on any operating system, and the step after upload for an iOS build is TestFlight, which is also browser work once the build has arrived.

What the whole publishing job costs, once the artwork is finished, is a separate number with a page of its own.

App Store and Google Play badges: the icons that go on your own site

The App Store and Google Play badges belong on your own website, your emails and your ads. Both stores forbid those badges inside the listing artwork they advertise. Apple sets a 40 px onscreen minimum and Google a 28px one, and both companies supply the artwork so you never draw it.

This part of the topic gets tangled because “app store icon” means two unrelated things. One is the badge, the small download button carrying the Apple logo or the Play triangle. The other is your own app’s icon, covered further up. This section is about the badge.

Apple’s rules, from its marketing guidelines: “Minimum badge height is 10 mm for use in printed materials and 40 px for use onscreen.” Clear space is “equal to one-quarter the height of the badge”, relaxed to “one-tenth the height of the badge” in very limited layout space such as a mobile banner. On alteration: “Don’t modify, angle, or animate the App Store badge”, and “Use only the badge artwork provided in these guidelines.” Apple ships the badge in 50 localizations with one fixed rule attached: “The service mark App Store always appears in English. Never translate App Store or create your own localized badge.” The artwork comes from Apple’s App Store Marketing Tools, which generates the link to your product page as well.

Google’s rules, from the Partner Marketing Hub: the minimum digital size is “The badge height must be a minimum of 28px”, and the print minimum is “The badge height must be a minimum of 0.3 inches / 7.6mm”. Clear space is one-quarter of the badge height, the same proportion Apple uses. The prohibitions run “Don’t change the badge color”, “Don’t remove or rearrange badge elements, or otherwise adjust the badge in any way”, and “Don’t alter the scale of the wordmark or icon”. Google also asks you not to use outdated artwork and to “Always download the most recent version from Partner Marketing Hub”.

One Google rule has no Apple counterpart, and it is the funniest line either company publishes: “When placing the Google Play badge with other application store badges, make sure the Google Play badge is the same size or larger than the other badges.” If your landing page shows both badges, Google’s cannot be the smaller one. Apple, for its part, says nothing about the relative size of anybody else’s badge.

Half the internet still points at play.google.com/intl/en_us/badges/ for the artwork. On 16 August 2026 that URL returns a 302 and lands on the Partner Marketing Hub page above, so those old links still work, though they now deliver a different page from the one they were written for.

Now the reversal. Both companies ban the badges from the screenshots. Google lists “Google Play or any other store’s badge or icon” among the elements to avoid in screenshots and in graphic assets. Apple’s Guideline 2.3.10 covers the same ground from the other side: do not “include names, icons, or imagery of other mobile platforms or alternative app marketplaces in your app or metadata, unless there is specific, approved interactive functionality”. A screenshot with a Get it on Google Play badge in it is a metadata problem on the App Store, and a screenshot with an App Store badge in it is on Google’s own avoid list. Badges go on your launch page. They do not go inside the store.

Where those badges sit on a launch page, and what else that page needs on the day you ship, is part of a wider launch sequence. So is the question of what to do once the listing is live and nobody is downloading it, which is a different discipline from any of the pixel work here.

What Apple and Google will not accept in a screenshot

Apple rejects screenshots that show only splash or login screens, carry real personal data, or breach a 4+ age rating. Google’s rules bar device frames, third-party logos, store badges, ranking or promotional words, call-to-action overlays, skewed images, and taglines larger than 20% of the image. Both sets of rules govern the file, not the app.

Apple’s App Store Review Guidelines, last updated 8 June 2026, carry four numbered rules specifically about artwork.

Guideline 2.3.3 covers what the picture has to show: “Screenshots should show the app in use, and not merely the title art, login page, or splash screen. They may also include text and image overlays (e.g. to demonstrate input mechanisms, such as an animated touch point or Apple Pencil) and show extended functionality on device, such as Touch Bar.”

Guideline 2.3.8 sets the age bar. Icons, screenshots and previews must “adhere to a 4+ age rating even if your app is rated higher”, whatever rating the app itself carries.

Guideline 2.3.9 covers rights and privacy in one sentence: “You are responsible for securing the rights to use all materials in your app icons, screenshots, and previews, and you should display fictional account information instead of data from a real person.”

Guideline 2.3.10 is the cross-platform rule from the badge section above, and it applies to icons and screenshots as much as to anything else in your metadata.

Google’s list is longer, more specific, and reads as though every item was added after somebody tried it. Its preview assets page tells you to avoid “Third-party trademarked characters or logos without proper permission” and “Device imagery (as this can become obsolete quickly or alienate some users)”, so the mockup of your app inside a photo of a phone is out. It rules out content that suggests “Google Play performance, ranking, accolades or awards, user testimonials, or price and promotional information”, naming words like “Best”, “#1”, “Top”, “New”, “Discount”, “Sale” and “Million Downloads”. It says to avoid “any form of call-to-action, for example, ‘Download now,’ ‘Install now,’ ‘Play now,’ or ‘Try now.’” Taglines “should not take up more than 20% of the image”. Images must not be “stretched or compressed”, or uploaded “upside down, sideways, or otherwise skewed”, and you are asked to “Edit excess elements in the notification bar before submitting”, with the battery, WiFi and cell service icons full.

Apple’s list is short and Google’s is long, which tells you something about how each company handles the same problem, though not which one is stricter in practice.

If a submission has already come back rejected, which guideline Apple cited and what fixes it is a separate question from the sizes on this page. So is the wider pre-submit pass over everything else in a listing, from privacy answers through to demo credentials.

Common questions about App Store and Play Store image sizes

What size are App Store screenshots?

App Store screenshots for the 6.9-inch iPhone class are 1260 x 2736, 1290 x 2796 or 1320 x 2868 pixels in portrait. The 13-inch iPad class takes 2064 x 2752 or 2048 x 2732. Apple accepts one to 10 per device size and language, in .jpeg, .jpg or .png with no alpha channel. Sizes checked 16 August 2026.

What size does the App Store icon have to be?

The App Store icon is built from a single 1024 x 1024 pixel image. Apple’s Human Interface Guidelines give 1024x1024 px as the layout size for iOS, iPadOS and macOS icons, and Apple’s Xcode documentation says those apps “can auto-generate all icon variations from a single 1024×1024 pixel image”. The icon ships inside the build, not as a listing upload.

What size is the Google Play Store app icon?

The Play Store app icon is 512px by 512px, 32-bit PNG with alpha, sRGB, with a maximum file size of 1024KB. Draw it as a full square with no rounded corners and no drop shadow: Google Play applies a mask with a radius “equivalent to 30% of icon size” and adds the shadow itself after upload.

Do I need iPad screenshots?

iPad screenshots are required only if the app runs on iPad. Apple’s specifications page marks the 13-inch class “Required if app runs on iPad”, and the four smaller iPad classes each say a scaled screenshot from a larger class is used instead. One set of 2064 x 2752 files covers the whole iPad side.

Can I use the same screenshots for every iPhone size?

One set of screenshots covers every iPhone size, provided the interface is the same across sizes. Apple’s upload page says to “provide only the highest resolution screenshots required” and that “They automatically scale down to smaller device sizes”. Upload the 6.9-inch set and the seven smaller iPhone classes fill themselves in.

Where do I get the Download on the App Store badge?

Apple supplies the App Store badge artwork through its App Store Marketing Tools site, which generates the link to your product page too. The guidelines require you to “Use only the badge artwork provided in these guidelines”, set a minimum height of 40 px onscreen and 10 mm in print, and prohibit modifying, angling or animating it.

Do I need a Mac to make App Store screenshots?

A Mac is not needed to capture App Store screenshots. A screenshot taken on an iPhone 16 Pro Max is 2868 by 1320 pixels, a size Apple lists for the required 6.9-inch class, so the phone alone produces an acceptable file. Uploading runs in a browser on any operating system. The Mac requirement attaches to Xcode and its Simulator.