- Does the image upload to your server?
- No. The resize happens entirely in your browser via createImageBitmap and Canvas2D. The page is statically prerendered and makes no network requests for the image. We have no way to see your file.
- Which output format should I pick?
- WebP for the web (~25-35% smaller than JPEG at the same visual quality, supported by every browser since 2020). JPEG for legacy compatibility. PNG when you need lossless or transparency. Skip GIF — for static images it's strictly worse than the others.
- What does the quality slider do?
- For JPEG and WebP, it controls how aggressively the encoder discards detail. 90% is visually indistinguishable from the source for most photos at ~1/10 the file size of PNG. 60-75% is fine for thumbnails. Below 50% starts showing visible artifacts.
- What's the difference between contain, cover, and stretch?
- Contain shrinks the image to fit inside the target box, padding with white (JPEG) or transparency (PNG/WebP) where needed — no cropping, no distortion. Cover scales until the image fills the target box and crops the overflow — no padding, but cropping. Stretch ignores aspect ratio and squashes the image to the exact dimensions — useful only when the source is already the right aspect.
- Why is my JPEG output not transparent?
- JPEG doesn't support alpha. Transparent regions of a PNG or WebP source become white when you save as JPEG. To keep transparency, pick PNG or WebP as the output format.
- Can I resize SVG?
- Yes, but the output will be raster (PNG/JPEG/WebP). SVG is vector — for a truly resolution-independent result, keep the SVG and just change the width/height attributes in your code. This tool is for raster output.
- What's the maximum file size?
- 16 MB. Larger files can cause the browser to run out of memory during decode. For very large images, downscale in a desktop editor first.