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1) Different browsers can render SVG pretty differently, especially where two regions are within a pixel of one another. If you have a blue rect next to a red rect with a yellow background, some browsers will render the middle line purple, some green, some orange, and some brown.

2) Pixel choices by vector renderers are generally dramatically worse than a human artist's choices. We don't want accuracy, we want perceptual emphasis. Look at NES Mario in your head, then look at the blur you'd get if you took a modern hi-res Mario and vector rendered it at that size. For icons, this can be murder.

3) IE <= 8 is still a pretty significant chunk of your viewers.

4) There's a lot of knowledge built up around how to work with pixel images, especially when sprite sheeting for performance. Much of that knowledge needs to be re-learned for vector. Even when it's a good idea, many developers feel they don't have the time for a knowledge overhaul.

5) A big chunk of the web is legacy sites. This is why you still see javascript in html comments, or the occasional isindex. They aren't getting updated, pretty much ever.

6) For visually complex sites, SVG can still drag on budget and older mobile devices.

7) Older android had SVG turned off in Chrome.

8) It's a lot harder to get vector artists than pixel artists; it's a lot harder for artists to give developers SVG than pixel images.

9) Because it isn't trendy yet.

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