Conclusions:
1. 1024 px images display better than 2048 px images on SL, but the resolution compared to the original image is very poor in both instances. This is likely due to the compression algorithms SL is using to descrease file sizes and present graphics more quickly.
2. Part of the compression algorithm involves anti-aliasing, as demonstrated in the averaging of the four adjacent colors in the colored section of the test patch.
3. The images viewed in Second life do not show clear pixel delineations, so this may also be the effect of one's personal computer system and its processing of images as they are greatly enlarged. In my case I am using a Samsung 4K monitor and AMD Ryzen 7 5700G with a dedicated NVIDIA RTX 3060 graphics card, and the returned images are screen captures of the highly magnified image.
4. Given the limitations to resolution in Second LIfe at this time, it is better to prepare graphics in a 1024px format for use in SL.
Note added later in Discord:
When we create graphics, an individual pixel can only be one color. When I zoom in on any image in SL right down to the level where I should be able to see individual pixels, I don't see pixel-sized blocks of color. Instead, I see gradients across my screen that can roughly show the former location of the pixels, but they are blended into each other. It must be that, as we zoom in on an object in SL, some averaging takes place, like anti-aliasing. Usually, if I have lines in my graphics that are too harsh and block like, I will touch them with a smoothing brush to average things out. Now I wonder if that is necessary or if SL will do that anyway when the image is presented.
(A partial answer is in the next test, linked below.)
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