anchor.diff:                // Generate our canvas sized down to the selection
                 // https://github.com/scijs/get-pixels/blob/7c447cd979637b31e47e148f238a1e71611af481/dom-pixels.js#L14-L18
                 var canvasEl = document.createElement('canvas');
  -              canvasEl.width = targetArea.width;
  -              canvasEl.height = targetArea.height;
  +              var targetWidth = Math.ceil(targetArea.width * scaleRatio);
  +              var targetHeight = Math.ceil(targetArea.height * scaleRatio);
  +              canvasEl.width = targetWidth;
  +              canvasEl.height = targetHeight;
                 var context = canvasEl.getContext('2d');
   
                 // Draw a clip as a performance precaution, then our image
                 // DEV: We haven't tested if using a clip improves performance but assume it should
                 // https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/drawImage
                 // https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/rect
  -              context.rect(0, 0, targetArea.width, targetArea.height);
  +              context.rect(0, 0, targetWidth, targetHeight);
                 context.clip();
                 // TODO: Verify that drawing scaled images doesn't affect canvas drawing
  -              context.drawImage(img, -1 * targetArea.left, -1 * targetArea.top);
  +              context.drawImage(img, -1 * Math.floor(targetArea.left * scaleRatio), -1 * Math.floor(targetArea.top * scaleRatio));
   
                 // Return our generated canvas
                 // https://github.com/scijs/get-pixels/blob/7c447cd979637b31e47e148f238a1e71611af481/dom-pixels.js#L19-L20
  -              return context.getImageData(0, 0, targetArea.width, targetArea.height).data;
  +              return context.getImageData(0, 0, targetWidth, targetHeight).data;
               }
   
               // Reset HTML/CSS overrides
  
positive.code:           // DEV: This loads first matching image only due to `querySelector` instead of `querySelectorAll`
            var expectedDiffImg = expectedImgSetEl.querySelector('[data-compare-type=diff]');
  
            // Generate and append our results
            var resultsEl = D.DIV([
              D.H4('Similar images:'),
  
negative.code:     //- [x] TODO: Next: Filter out unselected matched images
      //- [x] TODO: Next: Move to button triggered image matching (i.e. clicking button uses preloaded overlay data but will generate results)
      //- [ ] TODO: Next: Add click/drag overlay support
      //-    [x] Mostly done, want to fix up expands to only expand bad images
      //-    [ ] Then highlight new overlay area better in "Similar images"
      //-    [ ] Then remove "Similar images" when we update it
      //- [ ] TODO: Next: Add result update (i.e. pass/fail) if we still lack it
  
      //- Setup our overlay definition
  