Hi ryan8,
we recently dropped this setting because we embedded its core functionality into bubble without needing user input.
Images are parsed and resized by our CDN processor, Imgix, in order to load them at roughly the same pixel size as the canvas needed it (optimizing quality versus loading speed).
Because phones, then computers, started using sharper screens for the same layout format as before, the web standard became to ‘pretend’ screens had fewer pixels than they actually did, and kept a rough measure so that a ‘phone’ layout meant roughly 300-400px width, a ‘desktop’ 1400+px, etc, while true resolution would be some multiplying factors of that.
This meant that while text would be sharper on these higher density displays, images going through our processor would be loaded at smaller sizes, negating the benefits of having sharper, ‘retina’ displays.
The workaround for this being to force our processor to load higher resolution images, we used to offer a setting that would allow to unconditionally load images at a different factor of the canvas size - say 2x or 3x. This would essentially mean that you would always get the same, sharper image if you wanted to.
There were several drawbacks to this - you would need to choose between getting a uselessly large image on lower density displays like desktops, and having a lower resolution picture on phones that would not look as crisp as possible.
Therefore, we moved to a newer way to capture the information about the ‘true device pixel density factor’ which depends on every device (it’s approximately 3.5x on Galaxy phones, it’s 2x on retina Macbooks, it’s often 1.5 by default on a lot of Windows laptops…) and use that as a basis to choose the best image resolution to use. This way, images will always be as sharp as they need to be when they go through imgix and you won’t lose any unnecessary bandwidth loading larger images.
I hope this improves the experience on your Bubble app, and make sure to report to us if you experience any issues with this!
Best,
Aless