You have a few questions. Firstly, it is not fundamentally possible to display an image so large (if you do not have any insanely huge monitor or several monitor settings) without reducing it to a size that will correspond to a normal screen.
You can reduce this size using Graphics.DrawImage , but keep in mind that even when using high-quality InterpolationMode interpolation is performed by no more than a few neighboring pixels, which means that there is a limit on the maximum number, you can reduce the image without serious loss of information (usually up to 25%).
Secondly, a .Net Bitmap object is much more complex than a simple pixel array. Raster images are sometimes created in the video memory instead of the general program memory, which more strictly limits their maximum size (in a compact structure, as one example, one of the Bitmap designers creates pixel data in the video memory, which is limited to 4 MB instead of 32 MB, which is usually available for the process. NET). As a result, there is no documented maximum size for Bitmap - this is internal implementation information (also affected by any existing bitmaps) that the programmer can only find with difficulty, having received an exception if it is too large. Therefore, using Bitmap to store an arbitrarily large set of data points will not work.
Your best approach here, probably, is to store your data as a regular two-dimensional array (possibly of type int[,] ), which can be arbitrarily large without throwing an OutOfMemoryException (although not forcing your computer to go swapfile- crazy), and then write your own method that copies from this array to the actual (and practically size) Bitmap . Then you would copy Bitmap from this to your PictureBox (or, simply put, just set this Bitmap as the Image property) - it is best to avoid the Paint method when possible).
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