# GRAPHICS::GET_SCREEN_RESOLUTION

- **Hash:** `0x66773C92835D0909`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `GetScreenResolution`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/GET_SCREEN_RESOLUTION

## Signature

```c
void GET_SCREEN_RESOLUTION(int* x, int* y);
```

## Parameters

- `x` (`int*`)
- `y` (`int*`)

## Returns

`void`

## Description

Hardcoded to always set x to 1280 and y to 720.

## Usage

### Lua

```lua
local x, y = GetScreenResolution()

-- always available, by hash
local x, y = Citizen.InvokeNative(0x66773C92835D0909, Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [x, y] = GetScreenResolution();

// by hash
const [x, y] = Citizen.invokeNative('0x66773C92835D0909', Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var x = new OutputArgument();
var y = new OutputArgument();
Function.Call((Hash)0x66773C92835D0909, x, y);
// x.GetResult<int>()
// y.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*
