Maximum size of a element

Maximum size of a element

I’m working with a canvas element with a height of 600 to 1000 pixels and a width of several tens or hundreds of thousands of pixels. However, after a certain number of pixels (obviously unknown), the canvas no longer display shapes I draw with JS.
Does anyone know if there’s a limit?
Tested both in Chrome 12 and Firefox 4.


Solution 1:

Updated 10/13/2014

All tested browsers have limits to the height/width of canvas elements, but many browsers also limit the total area of the canvas element. The limits are as follows for the browsers I’m able to test:


Maximum height/width: 32,767 pixels
Maximum area: 268,435,456 pixels (e.g., 16,384 x 16,384)


Maximum height/width: 32,767 pixels
Maximum area: 472,907,776 pixels (e.g., 22,528 x 20,992)


Maximum height/width: 8,192 pixels
Maximum area: N/A

IE Mobile:

Maximum height/width: 4,096 pixels
Maximum area: N/A


I’m not able to test other browsers at this time. Refer to the other answers on this page for additional limits.

Exceeding the maximum length/width/area on most browsers renders the canvas unusable. (It will ignore any draw commands, even in the usable area.) IE and IE Mobile will honor all draw commands within the usable space.

Solution 2:

I’ve ran into out of memory errors on Firefox with canvas heights greater than 8000, chrome seems to handle much higher, at least to 32000.

EDIT: After running some more tests, I’ve found some very strange errors with Firefox 16.0.2.

First, I seem to get different behavior from in memory (created in javascript) canvas as opposed to html declared canvas.

Second, if you don’t have the proper html tag and meta charset, the canvas might be restricted to 8196, otherwise you can go up to 32767.

Third, if you get the 2d context of the canvas and then change the canvas size, you might be restricted to 8196 as well. Simply setting the canvas size before grabbing the 2d context allows you to have up to 32767 without getting memory errors.

I haven’t been able to consistently get the memory errors, sometimes it’s only on the first page load, and then subsequent height changes work. This is the html file I was testing with

Solution 3:

iOS max canvas size (width x height):

 iPod Touch 16GB = 1448x1448
 iPad Mini       = 2290x2289
 iPhone 3        = 1448x1448
 iPhone 5        = 2290x2289

tested on march 2014.

Solution 4:

To expand a bit on @FredericCharette answer:
As per safari’s content guide under section “Know iOS Resource Limits”:

The maximum size for a canvas element is 3 megapixels for devices with less than 256 MB RAM and 5 megapixels for devices with greater or equal than 256 MB RAM

Therefore, any size variation of 5242880 (5 x 1024 x 1024) pixels will work on large memory devices, otherwise it’s 3145728 pixels.

Example for 5 megapixel canvas (width x height):

Any total <= 5242880
5 x 1048576 ~= 5MP   (1048576 = 1024 x 1024)
50 x 104857 ~= 5MP
500 x 10485 ~= 5MP

and so on..

The largest SQUARE canvases are (“MiB” = 1024×1024 Bytes):

device < 256 MiB   device >= 256 MiB   iPhone 6 [not confirmed]
-----------------  -----------------   ---------------------
<= 3145728 pixels  <= 5242880 pixels   <= 16 x 1024 x 1024 p
1773 x 1773        2289 x 2289         4096 x 4096

Solution 5:

According to w3 specs, the width/height interface is an unsigned long – so 0 to 4,294,967,295 (if I remember that number right — might be off a few).

EDIT: Strangely, it says unsigned long, but it testing shows just a normal long value as the max: 2147483647. Jsfiddle – 47 works but up to 48 and it reverts back to default.

Solution 6:

Even though the canvas will allow you to put height=2147483647, when you start drawing, nothing will happen

Drawing happens only when I bring the height back to 32767