Quality for the thumbnail, and deliberately not the capture's.
0.95 is right for an original a player may open full-screen; at 320px it is mostly
wasted bytes. Measured through libwebp on a detail-dense 607x1080 plate: the same
thumbnail costs 21.4KB at 0.95 and 4.5KB at 0.70 — 4.7x the bytes for detail that
never reaches a 123px tile. Below about 0.6 the ringing starts to show on exactly the
dark gradients the game is full of, which is the other end of the range.
The archival copy is untouched: data is still a single encode, at whatever
mica_camera_quality says (0.95 unless a server owner turned it down). This number
is fixed and does not follow it — the reasoning above is about a 123px tile, which is
123px whatever the original was stored at.
Quality for the thumbnail, and deliberately not the capture's.
0.95 is right for an original a player may open full-screen; at 320px it is mostly wasted bytes. Measured through libwebp on a detail-dense 607x1080 plate: the same thumbnail costs 21.4KB at 0.95 and 4.5KB at 0.70 — 4.7x the bytes for detail that never reaches a 123px tile. Below about 0.6 the ringing starts to show on exactly the dark gradients the game is full of, which is the other end of the range.
The archival copy is untouched:
datais still a single encode, at whatevermica_camera_qualitysays (0.95 unless a server owner turned it down). This number is fixed and does not follow it — the reasoning above is about a 123px tile, which is 123px whatever the original was stored at.