We're going to need different values here for Flatfish, probably.

And for Helix, we should multiply by window.devicePixelRatio. I'm surprised that hasn't been done already, actually.

Keep in mind that the reason we create separate thumbnail images rather than just using the ones embedded in the files is that we were having OOM issues opening up too many big images.  If we get to a situation (like on Flatfish) where we want really big images, we may no longer need to create separate thumbnails, and for most images (not unsynchronized) we can just use the embedded album art and don't have to create a separate file.

This may also be the case if we can get the graphics team to allow us to decode images at fractional sizes.  There is a bug filed on that and it will make a huge difference for Gallery.  It will help here, too.