Personally, I quite like this feature, but I agree with the thread linked in that there should be an option to turn it off, preferably with a hotkey attached.
The problem is that stretching gifs/pngs is sometimes used as a memory-cutting measure, and for pixel/sprite works. Not to mention that it technically makes Firefox slower since adding a filter effect is more process-intensive than simply adding more pixels, and that filtering would lose even more details on images.
I'd think that most people probably won't stretch lossy images to begin with (where this might be benificial) since compression artifacts are probably more significant previously. Just curious though, where do you find this feature benificial?
On the other hand, nearest-neighbour looks ugly at non-integer scale factors, and there is no simple "correct" thing to do to render n pixels into m pixels. It actually is too much to expect that rendering an image at a non-native size will do what you expect, or even that #ABCDEF is the same in the image and on the rest of the page - the only guarantee (using the phrase loosely) is that it will look something like the source image.
If what you really want to do is render everything at original size and scale up to check that your layout's pixel-perfect, use a screen magnifier (curiously, Taskbar Magnifier PowerToy seems to randomly switch between nearest-neighbour and bilinear depending on where your mouse cursor is).
Besides, if it's all rendered as a texture on your GPU, who cares about the negligible overhead?
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I'd think that most people probably won't stretch lossy images to begin with (where this might be benificial) since compression artifacts are probably more significant previously. Just curious though, where do you find this feature benificial?
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If what you really want to do is render everything at original size and scale up to check that your layout's pixel-perfect, use a screen magnifier (curiously, Taskbar Magnifier PowerToy seems to randomly switch between nearest-neighbour and bilinear depending on where your mouse cursor is).
Besides, if it's all rendered as a texture on your GPU, who cares about the negligible overhead?
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