And websites would have a link to a page and say "Warning! This page contains a lot of pictures!" so you wouldn't click it unless you were prepared to put your other browsing on hold for a little while
pngcrush gets it down to 21.1 kB with no loss of quality.
I tried posting the file, but Lemmy converts it to the atrocious webp format automatically.
EDIT: JPEG-XL clocks in at just 16.3 kB, again with no loss of quality.
I continue to be confused by the level of widespread hate WebP still gets. It's old enough to be widely (albeit not universally) supported in software like web browsers, but new enough to provide similar-or-better (usually better) lossless compression than PNG (21,578 bytes for the original image) and typically better lossy compression than JPEG at comparable perceived quality, especially for the types of images typically shared on the internet (rather than say, images saved directly from a DLSR camera). It's why servers bother to re-encode JPEG images to WebP for delivery - they wouldn't bother wasting the compute time to re-compress if it wasn't generally worth doing.
I can understand it if we were, say, 10-15 years ago when the format was still not super widely supported yet, but that's basically where we are with JPEG XL and AVIF support right now too. If one of these two had exactly the level of support that WebP does right now then yes, of course we should probably use one of them instead - but we're not there yet. Until we are, WebP often has the best compromise between compatibility and compression efficiency as far as image formats go, and that's why a lot of sites do this re-compression thing using WebP. I gave some examples using digital art (one of the things I was compressing a lot at the time) a year ago in a related discussion: https://lemmy.world/post/6665251/4462007
A news website local to me recently-ish started choosing to deliver AVIF-compressed (or probably re-compressed) images the same way a lot of sites currently do it for WebP because my browser supports AVIF, so at least we are starting to see a token amount of uptake on the next-gen formats in the wild.
I'm a dev and webp is incredible. Don't really understand the hate - it's a libre format that is lighyears ahead of png or jpg in every measurable metric. The lack of support is entirely on app developers and their incompetence not the format.
The other formats like jpeg xl are only catching up now when webp was out for 14 years already.
43KiB, though obviously a chunk of that is from the colors of the jpg Professor.
EDIT: I just noticed webp messes with colors around the edges too (which would matter more if I cut the resolution in half or so). The original .png (what I actually uploaded) doesn't at 51.6KiB.
Also obviously this would be less data in non-pixel format (well, it'd likely be eaten up by overhead for packaging, though after that it would allow tons of art for negligible data cost). Would be smaller as an svg for example (or an swf).
Dithering is so fucking cool. At some point I wanna check out that game that uses a ton of really stylized dithering - return of the obra djin I think?
Dithering is still to this day extremely useful for making custom wall art in Minecraft using maps, because maps have a very specific and limited pallette.
You've phrased this like a disagreement, but I don't see how.
Although maybe I'm just so jaded, that people providing interesting tangentially related trivia are perceived as being hostile unless they announce that as their intent, because usually unannounced trivia is leveled as an attack.
i mean yeah, its a honest loss of information, jpg on the other hand introduces compression artifacts that are basically hallucinations, meaning it pretends to have more data than it actually has and humans compensate for that thru image recognition and fantasy.
It's really only helpful for formats that will be directly read by hardware (the video chip) and where the "compression" ratio (I would prefer the term quantization) needs to be fixed. For file compression, which was quite mature but CPU- and memory-intensive at the time, the dithering only makes it more difficult to compress further.
Compressed textures on modern GPUs actually use similar compression: a color palette followed by indexes into the palette. But that's done per 4x4 pixel block.