OutOfTheMemory, estimated .glb file size #153
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Hi @ThomasGorisse, I'm new to sceneform and AR, we've been building a project for a while and .glb files with 10-30 MB worked well, but now with a 400 MB file I get an exception:
My question is, is there some recommended file size for this SDK to work fine, or am I making a mistake somewhere? |
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Replies: 3 comments
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The amount of memory varies per device and operating environment, but a 400mb file probably shouldn't be loaded into memory under any circumstances. Check out this section on Android Developers to query memory info, but in this case, you should be looking at lowering file size (e.g. reduce polys / vertices, lower res textures); a 400mb GLB is absolutely huge and probably wouldn't render quickly even if you did manage to load it. |
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@devbridie is right. For sure you will have to reduce your model size. I personally made a topographical drone scanned monument going down from 1Gb to 15Mb. Everything will depend on your model source (CAD/Topographic/...) and your model destination (preview or real technical details needed) First thing you want to do is having a look at the textures used by your model. Secondly, one case I met was a 3D source coming from factory machinery complex plumbing pipes builders datas. For an ARCore/Filament context (Sceneform) try to adjust the ratio until you got about 100 000 faces max. It's a lot comparing to other mobile AR/3D rendering engines limit (Unity not included from what I know) There are a lot of other things you can do inside Blender to reduce the model size. Last thing but not least make sure to check Draco compression when exporting from Blender since Filament handle it: If you still don't have an acceptable result with all this, you can share your model here and we will try to see what we can do. |
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Thank you very much for the quick response, we were able to launch the model by reducing its size. |
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@devbridie is right.
For sure you will have to reduce your model size.
Try to lower it down at about 20Mb and you should be able to use it on high memory phones.
There are a lot of ways to do it using Blender.
I personally made a topographical drone scanned monument going down from 1Gb to 15Mb.
Everything will depend on your model source (CAD/Topographic/...) and your model destination (preview or real technical details needed)
First thing you want to do is having a look at the textures used by your model.
In case of topographic datas coming from 3D scanners, those textures might be very high images sources you can reduce using an image editor (GIMP/Photoshop) or replace them with materia…