5A software developer is optimizing a game algorithm that processes image data. The image is initially 2048 pixels wide and 1536 pixels tall, with each pixel represented by 3 bytes (RGB). After optimization, the developer reduces the image dimensions by 25% in width and 20% in height. Then, due to memory constraints, each pixel is compressed using a technique that reduces storage by 40%. How many bytes does the optimized image now consume?

Sat, 02 May 2026 21:55:33 +0000

**Why 5A Software Developers Are Rethinking Image Optimization in Game Algorithms**
As developers race to deliver faster, smoother gaming experiences, efficient image processing has become a critical bottleneck. The industry is increasingly focused on optimizing image data within real-time game engines—especially for mobile platforms where resources are limited. For 5A software developers optimizing game algorithms, reducing image size isn’t just about cutting files—it’s about balancing performance, quality, and memory constraints. The standard image begins at 2048 pixels wide by 1536 pixels tall—displaying RGB data across three bytes per pixel. At 3 bytes per pixel, this totals over 9.5 megabytes of raw image data. With growing demand for high-quality visuals in mobile games, memory efficiency has risen to the forefront, driving developers to explore smarter compression and dimensional scaling. **How Image Dimensions and Compression Drive Efficiency**
To reduce bandwidth and accelerate loading in games, developers commonly resize images. In this case, the image undergoes a 25% reduction in width and a 20% reduction in height. That means the new dimensions become:
- Width: 2048 × (1 – 0.25) = 1536 pixels
- Height: 1536 × (1 – 0.20) = 1228.8 → rounded to 1229 pixels This 38% decrease in spatial dimensions alone significantly lowers memory load. But the story doesn’t end there—pixel data is further optimized through compression. With each pixel now processed using a technique that cuts storage by 40%, the effective storage per pixel drops from 3 bytes to:
3 × (1 – 0.40) = 1.8 bytes per pixel