Unfortunately, a lot of this will depend on the hardware your players use, the quality of their internet service, etc. A couple things that you might keep in mind: 1: Webgl has a hard limit of what pixel dimensions can be rendered on your hardware. Most modern hardware can render images that are up to a little over 16k pixels in either dimension, but older/simpler hardware will cap at just over 8k pixels. If you exceed the number of pixels their hardware can render (in height or width, it only takes one), then it simply won't be rendered on their machine. Also, the closer you push to the limit, expect there to be more of a performance hit. You can find out the limits of hardware (yours and your players) by visiting this page and checking out the "Max Texture Size": <a href="https://webglreport.com/?v=2" rel="nofollow">https://webglreport.com/?v=2</a> 2: Another bottleneck can be bandwidth and/or processing power. If you have someone on poor internet service (possibly with old hardware as well), or anyone running on a wireless machine with too many devices in their home using that wireless router bandwidth, then you might have loading issues with maps. While the person I learned that particular lesson with has since moved to a place with better service, I still make my maps so that the initial jpg file that I upload is no larger than 2-2.5 mb. Any larger than that, and it would take multiple reloads for him to see the image, or he would be looking at a blank map of whatever color I set the background for the map page with whatever dynamic lighting lines/sources I had set up. I do sometimes go over that, but only for maps that I don't intend to have lighting or possibly even tokens on, like regional or world maps. Just because you can upload up to a 10mb image doesn't necessarily mean all your players will be able to load it, unfortunately. So watch your image (data) size. Those 2 things are all that come to mind for me.