Black bars on 720p emulator? I'm making a game for Windows Phone 8 using XNA 4.0 in Visual Studio express 2012. I'm trying to add a background image to the game with a size of 1366x768 (as I believe WP8 only supports up to 720p). Everything stretches well on the other emulators (WVGA and WXGA) until I use the 720p emulator and I get black bars on the sides How can I fix this, or is this normal? This is all the code I have used so far GraphicsDeviceManager graphics SpriteBatch spriteBatch Texture2D Background public Game1() graphics new GraphicsDeviceManager(this) Content.RootDirectory "Content" graphics.SupportedOrientations DisplayOrientation.LandscapeLeft DisplayOrientation.LandscapeRight this.graphics.IsFullScreen true Frame rate is 30 fps by default for Windows Phone. TargetElapsedTime TimeSpan.FromTicks(333333) Extend battery life under lock. InactiveSleepTime TimeSpan.FromSeconds(1) lt summary gt Allows the game to perform any initialization it needs to before starting to run. This is where it can query for any required services and load any non graphic related content. Calling base.Initialize will enumerate through any components and initialize them as well. lt summary gt protected override void Initialize() TODO Add your initialization logic here base.Initialize() lt summary gt LoadContent will be called once per game and is the place to load all of your content. lt summary gt protected override void LoadContent() Create a new SpriteBatch, which can be used to draw textures. spriteBatch new SpriteBatch(GraphicsDevice) Background Content.Load lt Texture2D gt ("SkyBackground") lt summary gt UnloadContent will be called once per game and is the place to unload all content. lt summary gt protected override void UnloadContent() TODO Unload any non ContentManager content here lt summary gt Allows the game to run logic such as updating the world, checking for collisions, gathering input, and playing audio. lt summary gt lt param name "gameTime" gt Provides a snapshot of timing values. lt param gt protected override void Update(GameTime gameTime) Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back ButtonState.Pressed) this.Exit() base.Update(gameTime) lt summary gt This is called when the game should draw itself. lt summary gt lt param name "gameTime" gt Provides a snapshot of timing values. lt param gt protected override void Draw(GameTime gameTime) GraphicsDevice.Clear(Color.CornflowerBlue) TODO Add your drawing code here spriteBatch.Begin() drawBackground() spriteBatch.End() base.Draw(gameTime) private void drawBackground() spriteBatch.Draw(Background, GraphicsDevice.Viewport.Bounds, Color.White)