Hi everyone, I’m sharing how we mitigated the issue with the IOS devices, hoping that these indications may be useful for other developers.
Our projects consists of two 3D scenes: Mass Plan (a 3D map of the area) and the car dealer.
We performed the following optimizations:
massplan model
original model size => 18mb with 190k faces
IOS optimized size => 1.29mb with 45k faces
Car Dealer model
original model size => 18mb with 190k faces
IOS optimization size => 9.75mb with 190k faces
For the model optimization (size reduction) we made use of https://rapidcompact.com/
We select dynamically the model to present to the user in front, based on his/her user device.
To mitigate memory leak, we performed optimizations in the code to improve memory reuse.
The IOS devices that seem most affected by these issues are: iPhone 13 and iPhone 13mini.
These devices seem to have 60-80mb of total resource that can be loaded with webgl on a single web load. if we trying to exceed the size limit they the site automatic reloads.
I want to thank all who gave us support in trying to solve this issue that is really degrading the 3D experience of users and, IMHO, a potential blocker in the use of web-based Metaverse solutions on IOS devices.
@mawa @PolygonalSun @sebavan @shaderbytes @carolhmj @Deltakosh
Thanks for finding the time in your busy schedules to support us! We really appreciated.
I’m closing the ticket as we feel we gave our best in tackling this issue.