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There's no real answer to this; smaller is better! What seems reasonable on one network/device may be unreasonable on another. Know your users! And don't waste bytes. I find it's rarely necessary to use more than a few mb to get high quality rendering on a mobile device as long as proper compression is used. |
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is anyone else seeing an error where large files just fail to launch AR completely? i have a ~35MB file that fails to launch AR, but smaller files are fine. the vertex count is ~400k - maybe it is just over the USDZ limit? update: i fixed Quicklook by bringing vertex count to ~100k. |
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What is the max MB file size for the best AR experience on phone? For example I tried a 5mb .glb file on my iPhone 11 and it was very fast, but a 60mb .glb file took like 30 seconds. I prefer the loading time to be around 5 seconds or less.
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