Loading website Images faster - web

Is it possible to improve Website background image to load faster that it is. My website's background image size is 1258X441 and memory size is 656KB. Its taking too long to load complete background image while accessing my website. Is there anyway than Compressing (As the image is already compressed) to improve its loading speed.

Choose: (2. is my main solution, and 3.)
Compress image even more, because image is background, it doesn't matter that much. Users do not focus at background as much as they do at content.
Since background is partially covered by content, you can paint black (or any other solid color) the part of background that is not visible (is behind content). This will make the image compress more nicely, sparig some place.
Save image in JPG progresive compression. That will make background display in gradually more quality as the image loads.
Get rid of background image. (obvious) :)
Today's web speeds are big, don't change anything.
ALSO: If your PNG image has any repeating parts, you can then slice your image in three parts and spare a lot of space.

The speed of loading the background image is determined by (latency ignored) bandwidth of your connection and the size of the image. So if you have let's say 128 KB/s and an image of size 4096 KB, you at least need
4096/128 = 32s
for it to load.
Since you can't change the bandwidth, the only thing you can do is change the size of the picture. That is, if you can't compress it more, lower the resolution.
If you don't want to lose precision, you could put different layers of background in your website with different qualities, the better ones over the bad ones. Then when your page is loading, the low quality images load fast and you get some background. Then over time the better quality images load and the background is improved.

Load your image in Database and call them , when ever you required. The benefit of this is ? Database is loading once you initiate it and can able to retrieve the information when ever required. it is fast compare to any other technique

Related

How to reduce response time of the web page to minimum in django?

Currently my network speed is about 1.5s per page if there are images in that page, If i move to different pages with image, audio and video file in it then loading of page takes around 2s to 2.5s. What i want to know is if there is a way to bring that loading time to minimum.
I am using Django, and Django-templates here to create such web application.
Since you are talking about images, audio and video, first I will play with the size and quality of the image, make some tests. For the audio and video you might want to use the attribute preload="none". This from the template. Another option is to upload image/audio/video by scroll, or paging. It is not a good practice to send all together. i.e: show 10/15 multimedia per page
From the view check the queries you are executing and the data structures you are using (memory consume is important, avoid huge lists and jsons). The same goes for the custom filters, if applicable.

Loading only relevant section of image into RAM

In my website I have a viewer that loads huge 200mb pictures (millionsXmillions of pixels).
With that, on screen the client never sees more than say 1600x900 pixels at a time.
Loading the full image seems to be a huge toll on the browser, actually often my tab crashes when I try to load a picture that is too big.
How do I go about serving only the visible part of the image? (serving a section of image by coordinates)
If the image was scrolled left by 100px, I want to serve the new 100px only, not the entire 1600x900 section that includes those 100px. Meaning, that the client needs to know what section it already has, and only requests for the new section that it lacks.
I would like to unload parts of the image from the client after a certain period of time.
(Yes, very similar to the way google maps work)
Any tips on what to read? where to look? What approach I should attempt?
I am using node.js with graphicsmagick.

http requests and file sizes

Hi all I'm in the process of finding out all about sprites and how they can speed up your pages.
So I've used spriteMe to create a overall sprite image which is 130kb, this is made up of 14 images with a combined total size of about 65kb
So is it better to have one http request and a file size of 130kb or 14 requests for a total of 65kb?
Also there is a detailed image which has been put into the spite which caused it's size to go up by about 60kb odd, this used to be a seperate jpg image which was only 30kb. Would I be better off having it seperate and suffering the additional request?
This can depend. 14 requests would be improved by combining items into one request becuase limiting the http requests is where you want to get to as this will make your page more responsive as one request although larger is less blocking then 14 smaller requests.
I say it depends, because sometimes it makes sense to split sprites down into groups of related items as apposed to having one big sprite for everything, this will depend on the complexity of projects, if you are dealing with a simple set of images, one sprite works very well.

GoogleEarth crashed or still loading?

How do you know if the (free) GoogleEarth App is still loading data or hasnt crashed for some reaons.
Im loading a huge kml file, 100% cpu usage, but it never stops processing..
Are there any limits about the KML size of the displayed file?
How many KML MBs the Google Earth PC application can show without crashing ?
I don't think there are any file size limitations for Google Earth when using .kml files. There is however limits with regard to the size of images, so if your kml is trying to load images (such as screen overlays) then perhaps your problem lies there.
This is related to the specifications of your computer, so you can find the maximum resolution of images you can import by looking under the 'About'. I am not sure where to find info about the kb size of the image.
Next, you can try creating a .kmz out of the .kml - A KMZ is simply a compressed file the same as a .zip is - learn more about it
http://code.google.com/apis/kml/documentation/kmzarchives.html
Also you can try breaking the file up into smaller ones, either by using network links
http://code.google.com/apis/kml/documentation/kmlreference.html#networklink
or Regions
http://code.google.com/apis/kml/documentation/regions.html
By breaking the file up into smaller ones, you might also discover which part/element of the KML is causing hassles if you have some kind of format error

Using retina display Vs Binary size

I'm currently updating my app's images to have a nice display on iphone4 with retina display. Everything works well and I'm quite happy with it.
However, what concerns me is that increasing binary size... (starting from 2Mb, I reached 4) Did you find a way to have nice images and to keep a decent size for your binaries?
Tips or advices would be welcome!
2 MBs more don't matter at all on a 32 GB device. 4 MB is 1/250th of a GB. :) (okay, it'd allow the user to sync a half MP3 less.)
I always delete non-retina apps. They suck and are ugly. If you don't care about uglyness, I'd suggest you quit iPhone development and start Windows Phone development (A)
It's sometimes worth running something like pngcrush on your image files. It should result in zero visible difference but often results in far smaller files.

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