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Technical Blog

Practical guides for XR developers on 3D model optimization, compression, and performance.

How to optimise 3D models for mobile AR

2026-02-08

Technical guide to reducing polygon count, texture resolution, and file size for mobile AR applications. Covers quantization, mesh decimation, and format selection.

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Why file size matters in WebXR experiences

2026-02-08

Explains the relationship between 3D model file size, network latency, and user retention in WebXR applications. Covers compression strategies and progressive loading.

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Mesh compression vs mesh optimisation explained

2026-02-08

Clarifies the difference between mesh compression (file size reduction) and mesh optimization (topology redesign). Explains when to use each technique.

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When NOT to compress your 3D models

2026-02-08

Identifies scenarios where 3D model compression introduces more problems than it solves. Covers runtime editing, precision requirements, and toolchain compatibility.

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Texture compression for real time XR explained

2026-02-08

Technical overview of GPU texture compression formats (ASTC, ETC2, BC7) for XR applications. Covers quality tradeoffs and platform compatibility.

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Performance constraints in browser based XR

2026-02-08

Explains the unique performance limitations of WebXR compared to native XR applications. Covers JavaScript overhead, WebGL constraints, and browser memory limits.

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Why looks fine on desktop fails in XR

2026-02-08

Identifies common assumptions from desktop 3D development that break in XR contexts. Covers stereo rendering, frame rate requirements, and viewing distance.

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