Good question.

Well, some users want to feed my app with image files of 100 MB, even up to 400 
MB (mostly jpeg compressed).
Those images have resolutions of over 8k, sometimes over 10k.

The slideshow app needs to be able to zoom into those images with at least a 
factor 2x scaling.

So I figured that if someone has a 4k monitor, creating thumbnails with 8k 
resolution maximum should be sufficient.

An 8k x 8k image needs at least 200 MB (1 byte per channel).
I don't know how CGImage stores the uncompressed images internally,
but my experience seems to indicate that it uses significantly more memory than 
that.
(maybe it uses two bytes per channel, or even floats, or there is some other 
aux data)


> 
> What do you need a 1GB thumbnail for? There is no screen that can display 
> that. For a slideshow app you could scale your thumbnails at creation time to 
> the users biggest screen pixel size, don’t you think?
> 
> Christos Konidaris
> 

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