In my application I am going to be loading and displaying various images from a server, and there's no limit to how big each one can be. I've already fought my battles with the various issues of Bitmap memory usage in Android that so many people have complained about here, and I've got that much working in that old bitmaps are being released and recycled when I'm done with them. My issue now is the possibility of a single enormous image exceeding the memory allocation all by itself. I've already looked into the various options for downsizing images to conserve memory and get how all that works - my issue is that I would like to preserve image quality as much as possible, so I would like the Bitmap to use as much memory as it can without killing everything.
So, my question is, given that there is such a wide variety of devices with different memory capacities, is there any way to determine a suitable maximum size at runtime in order to balance memory allocation with image quality?