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JPG is converted to PNG (and become very large) - Any update?

1599085493

Edited 1599088619
This week my battle map (4 jpg-tiles of 8-9 MB each) resulted in over 210MB of png's. Is there an ETA for the fix that makes JPGs stay JPGs? The more JPGs are compressed to save space, the larger the issue becomes.  If a browser solution is not viable, the uploads can be sweeped to convert spurious PNGs back to JPGs... or at least those over 10MB.
the uploads can be sweeped to convert spurious PNGs back to JPGs You're going to lose quality transcoding back and forth like that since jpg is a lossy compression (png can also be lossy based on what kind of filtering used).  You want to use png format for illustrations anyway as you want to retain those sharp edges.  JPG is best for natural photographs or images with smooth variations (you're losing high frequency information as part of the compression algorithm - the quantization step).
1599091043
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
FWIW, as far as I can tell, though the image is converted, the amount of storage space seems to be counted from the jpeg upload, not the PNG conversion.
@keith agreed, am keeping a regular eye on the growth of the used storage under 'My Account' and the amount of charged storage can only be &nbsp;based on the original size of the image. @aisforanagrams using jpeg's for opaque images is the Roll20 best practice ( <a href="https://roll20.zendesk.com/hc/en-us/articles/360037256634-Best-Practices-for-Files-on-Roll20#images-and-animations-0-2" rel="nofollow">https://roll20.zendesk.com/hc/en-us/articles/360037256634-Best-Practices-for-Files-on-Roll20#images-and-animations-0-2</a> ). If i would stop using jpeg and only use png's, that would imply a max tile/map size of 20x20 grids. - based on a pro-account 10 MB maximum asset size. - based on 140 pixels per grid - which is within the&nbsp; 70-150 DPI range as deemed adequate by roll20. Last Tuesday night it took my players with laptops and not-all-to-good wifi many minutes for the map to load.
Yep, I raised this issue months ago and it's still not fixed.&nbsp; Roll20 must be spending far more money on AWS hosting costs because of this, so I would have thought they would be scrabbling to fix it as soon as possible.
Martijn S. said: @keith agreed, am keeping a regular eye on the growth of the used storage under 'My Account' and the amount of charged storage can only be &nbsp;based on the original size of the image. @aisforanagrams using jpeg's for opaque images is the Roll20 best practice ( <a href="https://roll20.zendesk.com/hc/en-us/articles/360037256634-Best-Practices-for-Files-on-Roll20#images-and-animations-0-2" rel="nofollow">https://roll20.zendesk.com/hc/en-us/articles/360037256634-Best-Practices-for-Files-on-Roll20#images-and-animations-0-2</a> ). If i would stop using jpeg and only use png's, that would imply a max tile/map size of 20x20 grids. - based on a pro-account 10 MB maximum asset size. - based on 140 pixels per grid - which is within the&nbsp; 70-150 DPI range as deemed adequate by roll20. Last Tuesday night it took my players with laptops and not-all-to-good wifi many minutes for the map to load. If you're comparing high quality jpg to png, you're going to get good mileage out of jpg if dealing with noisy, low contrast images (like photographs), however, for images with sharp boundaries and areas of solid colors, (like illustrations/solid color text) png is the way to go - it's where png's compression shines and you're not going to gain much from jpg in terms of file size (unless you're quality setting is low) while having noticeably worse quality.