MOJPLAYWIN / FIELD STUDIO
Field guide 07 / 50 · Performance

Budget decoded image memory, not only network transfer

Original applied analysis · Practical browser-game engineering · First published 23 October 2026

The practical problem

A small compressed cover can decode to a very large RGBA bitmap. A catalog with many large natural dimensions can trigger memory pressure despite a modest transfer budget.

Implementation protocol

Track each candidate image's natural pixel dimensions and concurrent decoded count. Offer smaller variants and release unused canvas buffers and temporary object URLs promptly.

Worked scenario

A 2000×2000 RGBA bitmap uses about 16 MB before implementation overhead. Five covers of that size approach 80 MB, excluding the application itself.

What could go wrong

Lazy loading the critical above-the-fold image harms perceived loading.

Acceptance criteria

Test fast scrolling, return navigation and tab survival on a low-memory device.

Source material and evidence boundaries

For the topic Budget decoded image memory, not only network transfer, use the sources listed below to check relevant methods. Any worked figures illustrate a scenario, not measured MojPlayWin performance. Consult the shared evidence standards before applying the method.