Circular images usually have this problem when compressed, mainly because there is no "half-pixel". Look at the images below.
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Imagesinhighpixeldensitypanels,suchasApple'sRetinapanel
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BrowsersdonotrenderimagesaswellasPhotoshopforexample.SosometimesinPhotoshopitlooksgood,buttheBrowseralgorithmmaynothavethesameresultcompressingimages.
Mostlikelyifyourimagewasasquarewithlinesleftover,youwouldnothavethisproblemsosharply.
Theidealwouldbetotreattheimageinsomesoftwaremadeforit.Orturninto.SVG.Treatingthiskindofthinginthebrowserformeisgambiarra.Youcanstillusetheimage-rendering:crisp-edges;
classintheimage.
img{image-rendering:crisp-edges;}
Hereyouhavedocumentationabouttheclass: link
In spite of this, you can see how even with it%% of rendering in Browser is different.
Chrome:
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Safari: 
FireFoxQuantum: 
YoucanalsotreattheimagewithJavaScriptwithinimage-rendering:pixelated;
,asinthisexample:
TotestwhereFalseputTrueinscript
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var textarea = document.getElementById('code');
var reset = document.getElementById('reset');
var edit = document.getElementById('edit');
var code = textarea.value;
function drawCanvas() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
eval(textarea.value);
}
reset.addEventListener('click', function() {
textarea.value = code;
drawCanvas();
});
edit.addEventListener('click', function() {
textarea.focus();
})
textarea.addEventListener('input', drawCanvas);
window.addEventListener('load', drawCanvas);
<canvas id="canvas" width="400" height="200" class="playable-canvas"></canvas>
<div class="playable-buttons">
<input id="edit" type="button" value="Edit" />
<input id="reset" type="button" value="Reset" />
</div>
<textarea id="code" class="playable-code" style="height:140px;">
var img = new Image();
img.src = 'https://mdn.mozillademos.org/files/222/Canvas_createpattern.png';
img.onload = function() {
ctx.mozImageSmoothingEnabled = false;
ctx.webkitImageSmoothingEnabled = false;
ctx.msImageSmoothingEnabled = false;
ctx.imageSmoothingEnabled = false;
ctx.drawImage(img, 0, 0, 400, 200);
};</textarea>