8-bit vs 16-bit Pixel Art: What Size and Palette to Use

Updated 2026-07-08

"8-bit" and "16-bit" come from old game consoles, but people mostly use them to describe a look. The practical difference comes down to two things you control: how many colors, and how big the grid. Here is what each style means and how to get it.

Original — a portrait converted to 8-bit style pixel art
a portrait converted to 8-bit style pixel art
The 8-bit look — few colors, chunky pixels

Where the terms come from

8-bit consoles like the NES could only show a handful of colors at once, so their art used tiny palettes and chunky pixels. 16-bit consoles like the SNES could show many more colors, so their art looked richer and more detailed. The names stuck as shorthand for those two looks.

The 8-bit look

Few colors (often 4–16), bold shapes, and visible chunky pixels. It reads as retro and nostalgic. To get it, lock a small retro palette like Game Boy (4 colors) or PICO-8 (16 colors) and use a smaller pixel size.

Tip A locked retro palette is what really sells the 8-bit feel — more than the pixel size does.

The 16-bit look

More colors (32–64), smoother shading, and finer detail while still clearly being pixel art. To get it, use the auto palette with a higher color count, turn dithering on for gradients, and use a slightly larger pixel size.

Which should you use?

For icons, avatars, and a strong nostalgic vibe, go 8-bit: small palette, small grid. For detailed characters, scenes, and photo conversions where you want depth, go 16-bit: more colors, dithering on. There is no wrong answer — try both on the same image and compare.

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