Free tool

WebP Image Compressor

Images are what make a bundled app heavy. Convert them to WebP here, in batch and locally, and watch the savings before you build.

Compress to WebP

The browser's own encoder does the work; nothing is uploaded and your originals are left alone.

Drop your images here PNG, JPG or WebP — several at once
80–85 is the sweet spot. Above 95 the files grow fast for no visible gain.
Resizing usually saves more than any quality setting.

Text compresses; images already did

HTML, CSS and JavaScript shrink to roughly a quarter of their size inside an Android package. Images do not shrink at all — they are already compressed — so they arrive at full weight. A site's images usually explain the entire gap between a 5 MB app and a 30 MB one.

WebP is the cheapest fix. Android has decoded it since 4.0, every current browser reads it, and it typically comes out 25–35% smaller than JPEG and much smaller than PNG at the same visual quality.

Expected savings

InputTypical savingNote
JPEG photograph25–35%The headline case
PNG screenshot40–70%Frequently dramatic
PNG with alpha30–60%Transparency is preserved
Tiny flat icon0% or negativeContainer overhead wins — keep the PNG
Already WebPNoneRe-encoding only loses quality

Files that grew are flagged rather than silently handed back. For a small logo or flat icon, PNG often wins, and shipping a mix is fine.

Resize before you compress

The most common waste in a bundled app is a 4000 px photograph displayed in a 400 px card — a hundred times the pixels anyone sees, and no quality slider recovers that. Decide the largest size each image is shown at, double it for high-density screens, and resize to that: 1920 px for a hero, around 800 px for cards, covers nearly every phone. Doing that first and then converting takes megabytes off — far more than the quality setting ever will.

Picking a quality

82 is preselected because it is a good default. Under about 70, artifacts appear on gradients and skin; above 95, size climbs for differences invisible on a phone. Fine text or diagrams: try 90 and inspect. Photographs: 80–85 is indistinguishable from the original.

Using the output

In a bundled app, replace the files and update the references — no fallback needed, since every Android version with a modern WebView decodes WebP. On the open web, keep one for very old browsers:

<picture>
  <source srcset="hero.webp" type="image/webp">
  <img src="hero.jpg" alt="…">
</picture>

What happens to the files

Encoding uses the browser's own WebP encoder through a canvas. Everything stays on your machine, which suits unreleased artwork — and metadata is stripped: EXIF, colour profiles and copyright tags do not survive the canvas. For app assets that is usually welcome (no camera or location data shipped by accident); for photography where authorship matters, use a tool that preserves it. Afterwards, run the folder through the app size estimator to see the new total.

Frequently asked questions

How much smaller is WebP?

Usually 25–35% smaller than JPEG at the same visual quality and often 40–70% smaller than PNG. Tiny flat graphics are the exception and may not shrink at all.

Does Android support WebP?

Yes, since Android 4.0, with transparency and lossless from 4.2. Any device running a modern WebView decodes it natively.

Will the images look worse?

At quality 80–85 the difference is invisible on a phone for photographs. Lossy compression is still compression, so keep the originals.

Are the images uploaded?

No. The browser's own encoder runs through a canvas on your machine; nothing is transmitted.

Why did a file get bigger?

Small flat graphics — simple icons, single-colour logos — can encode larger as WebP because container overhead dominates. The tool flags them; keep those as PNG.

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