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ultra-optimization #2

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mikesmullin opened this issue Jan 24, 2013 · 0 comments
Open

ultra-optimization #2

mikesmullin opened this issue Jan 24, 2013 · 0 comments

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@mikesmullin
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[10:16:51 PM] Mike Smullin: some of our PNG sprites were like 5mb
[10:16:56 PM] Mike Smullin: even after pngcrush
[10:17:13 PM] Mike Smullin: so i converted them to .jpg at 40% quality, and then ran through jpegoptim (which is like pngcrush but for .jpg)
[10:17:27 PM | Edited 10:17:36 PM] Mike Smullin: and you can't tell the difference but now its down from 5.9mb to 292kb for just one file
[10:19:15 PM] Nino Paolo Amarillento: I think that would be fine, except for the transparent background, in jpeg it will converted to white I think.
[10:19:19 PM] Mike Smullin: it also runs in like 1/1000th of the time that pngcrush would take
[10:19:29 PM] Mike Smullin: oh darn ur right about transparency lol
[10:20:04 PM] Mike Smullin: i might be able to convert from jpg back to lossy png
[10:20:11 PM] Mike Smullin: or maybe i can find a lossy png crusher
[10:20:21 PM] Nino Paolo Amarillento: we can add an appriopriate background color of each image
[10:22:35 PM] Mike Smullin: http://pngmini.com/
[10:22:46 PM] Nino Paolo Amarillento: what about gif
[10:23:41 PM] Mike Smullin: there are optimizers for gif also like gifsicle
[10:24:00 PM] Mike Smullin: but i'm already happy with our gif sizes
[10:36:50 PM] Mike Smullin: pngquant + optipng compresses 5.9mb to 1.2mb
[10:37:12 PM] Nino Paolo Amarillento: that's great :)
[10:37:21 PM] Mike Smullin: but not as impressive as jpeg. in the future i will segregate my transparent sprites to png and all others to jpeg

so provide support to distinguish between sprite output type of: gif, png, jpg and run appropriate optimizers on them in staging + production ENVs

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