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SujayAmberkar avatar SujayAmberkar commented on May 23, 2024

ok, I increased errorTarget and it works. Although just needed a confirmation if this is the only way or it can be optimized more?

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gkjohnson avatar gkjohnson commented on May 23, 2024

Do you have more information on the number of geometries loaded, memory for geometry used, or what you mean by "crashing"? Does it just stop loading or does is the WebGL context lost?

But otherwise it's of course possible to produce a tileset or use an error target that causes too much geometry to be loaded - which might be particularly noticeable on devices with a high pixel ratio like iphones

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SujayAmberkar avatar SujayAmberkar commented on May 23, 2024

By crashing I mean this when trying to load the model on phone's browser,
awwsnap

It does load everything on PC but takes a lot of memory mostly above 90%, in the following image it was 75%
image

I cannot say the number of geometries loaded but it's a lot so a lot of data gets downloaded when the pages loads,
Screenshot 2023-10-31 202116

following is the model after it is fetch to 3js,
Screenshot 2023-10-31 201640

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gkjohnson avatar gkjohnson commented on May 23, 2024

You can count the geometry using some of the load and unload callback functions in the README and estimate memory usage using estimateBytesUsed from three.js' BufferGeometryUtils. Textures may be accounting for more memory than necessary, as well.

Either way it sounds like too much memory is being used for the files. You could reduce the files further using the typical approaches like gltf-transform or gltfpack.

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