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Experience Optimizations

Tips and tricks to improve loading speed and ensure you experience runs smoothly on any device

Things to consider while building for the Web​

Section titled “Things to consider while building for the Web​ ”

Dependent on asset size. A 30Kb asset loads around 3 times faster than a 100Kb asset.

  • Try keeping asset file size small. Use as much compression as possible to reduce the image size, as long as the quality doesn’t get affected.

Affected by image resolution: pixels used by an image, calculated by (x*y)

  • Don’t use image/videos of a resolution higher than needed. A 50px * 50px image is better than a 100px * 100px image
  • What this means is that even a 10Kb image of resolution 100,000px * 100,000px can crash your device, as it would take roughly 10GB of graphic memory.
  • File size affects loading speed (more network usage for larger files). File resolution affects graphic memory (more memory for more pixels).

Devices have a limited amount of processing capability. Videos consume a lot more CPU/GPU than images, 3D models.

  • Bigger the video/3D model, more is the CPU and Memory consumption.
  • Prefer images to videos: Try offloading as many effects as possible to images, instead of videos. Running too many (> 3) parallel videos in the same scene may not be supported by a lot of devices. You can use animations provided with images/360 images to try to produce a similar effect

Graphic memory is limited on any device​

Section titled “Graphic memory is limited on any device​ ”

Graphic memory gets used by Videos and Images. Anything you see on the screen is first expanded a bitmap image (a simple pixel by pixel representation of an image using 0’s and 1’s) onto the system’s graphic memory - be it your laptop, phone, headset or any other device.

Lets say you have a video of resolution 1000px x 1000px running in parallel, for every single frame you end up using 1000x1000x(4 bytes per pixel) = 4MB of video memory.

This is important, as its very easy to balloon up your graphic memory usage, and end up in a hung state. For example, if you run 3 ~4K (4096x2048) videos, you are effectively using 3x4096x2048x(4 bytes per pixel) = 48MB of memory for every single frame!

So, try to limit the number of high resolution images and videos you add to a scene.

When you run out of graphic memory, you may also see things like green screen not work properly.