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.
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.
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.
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.
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.
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.
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.