# Resolution and cost

Image generation runs at 1K or 2K. Video generation has its own resolution options that vary by model. A 2K image render is roughly 2x the cost of a 1K render on the same model; the exact ratio varies by model provider. Use the right resolution for the iteration phase you're in.

![Visualize panel with the 1K/2K resolution toggle near the bottom of the panel, just above the Generate Image button](/files/GW8Bvk2Ve9uDfx0lbeL4)

## What it does

Higher resolution = more pixels = more compute = more cost. The 1K/2K toggle sits near the bottom of the Visualize panel, just above the Generate button. There's no live cost preview; pick the resolution intentionally rather than expecting the button to display a per-click charge.

## When to use 1K

The iteration default. Use 1K for:

* **Confirming composition.** If the framing is wrong, 1K is enough to tell.
* **Cycling through model choices.** Three Nano-vs-Flux comparisons at 1K cost less than one at 2K.
* **Trying different style and lighting presets.** Same compositional input, different surface treatments – cheap at 1K.
* **Early concept exploration.** Before you commit to a direction, 1K renders are fast feedback.

A typical project burns most of its credits on 1K iteration. That's the right shape.

## When to use 2K

The commit point. Use 2K for:

* **Final renders for delivery.** Client review, marketing assets, social posts, anything you'll send out.
* **The hero shot of a sequence.** When one image carries the story, render it big.
* **Print or large-format display.** 2K is the floor for usable print resolution.
* **Renders you'll edit externally.** Photoshop work tolerates 2K source better than 1K source.

{% hint style="info" %}
Don't render 2K to "see if I like it". 1K tells you if you like it just fine. Reserve 2K for renders you've already decided to commit to.
{% endhint %}

## Video resolution and cost

Video generation has its own resolution scale that varies per model provider. The resolution and orientation dropdowns filter as you pick a model; the visualizer surfaces only the options that model supports.

Audio toggle is independent of resolution and adds cost on top. If you don't need audio, leave it off – audio generation can roughly double a video render's cost.

## Cost as a project budget signal

A common pattern across projects:

```mermaid
flowchart LR
    A[Concept exploration] --> B[1K iterations, many models]
    B --> C[Composition locked]
    C --> D[1K iterations, fewer models, more presets]
    D --> E[Look locked]
    E --> F[2K hero renders for delivery]
    E --> G[1K supporting renders]
```

The credit budget for a typical commercial-shot project: roughly 70% on 1K iteration, 25% on 2K final renders, 5% on edit-image fixes.

If a project is burning through credits faster than expected, the diagnosis is almost always "too many 2K renders too early". Drop back to 1K until the composition and look are locked.

## Limits and known issues

* **Resolution doesn't compensate for the wrong model.** A 2K render with the wrong model is worse than a 1K render with the right model. Pick the model first, then the resolution.
* **Pricing varies by model provider.** A 2K render on one model can cost more than a 2K render on another. The dropdown reflects what's available; pick the model that fits the shot, then pick the resolution.
* **Video resolution affects generation time more than image resolution does.** Higher-resolution video renders can take noticeably longer; plan accordingly when the deadline is short.

## Related

* [Generate image](/visualize/generate-image.md)
* [Generate video](/visualize/generate-video.md)
* [Credits and tokens](/overview/concepts/credits-and-tokens.md)
* [Models](/visualize/ai-models.md)
* [Plans and billing](/teams-and-billing/plans-and-billing.md)


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