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how to manage the challenge of a large scene size v3d file

Home Forums General Questions how to manage the challenge of a large scene size v3d file

Viewing 6 posts - 1 through 6 (of 6 total)
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  • #61266
    visualizer
    Customer

    Hi
    As I mentioned somewhere in this forum that, I am working on some big size file in v3d (industrial subject), I find some challenges.
    The complete set of files is expected to go about 100+ mb in size and the main .bin file is expect to reach about 60-70 MBs (rest are images or .Pngs ).
    In this case the scene takes too long to open when on server. How to manage this to achieve opening in 1-2 minutes?

    Long back I had suggested the “progressive loading” ( LOD ) or something similar to it could make V3d more industry fit application I believe.

    #61274
    kdv
    Participant

    load with small textures, replace them all with large ones after the app has been loaded. convert png without the alpha channel to jpg.

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

    #61321
    xeon
    Customer

    Hey Visualizer
    Having large scenes is a problem I hope will one day be easier to manage. Until then the limiting factors are always the device or devices you have to make your experience work on.

    If you are stuck making this work on a web server you may run into browser memory limitations. Depending on the user, their settings etc. the average advanced desktop browser user tab will handle about 2 GB. Loading more than about 2 GB in a browser is risky at best and just probably wont work in most cases. However, if you throw in mobile and the general population, that limit is drastically reduced…closer to 50 MB. All of the above is not an issue if you are not releasing it online. But since you seem to be you are in a bit of a bind.

    We are often faced with large loads in our projects. As KDV stated above, loading with light textures and replacing them after load is an option and a good one if the textures file sizes are significant. We heavily rely on atlas maps to reduce textures count so we have already done the heavily lifting of texture optimization. In cases where we have run into very large bin files that take way to long to load due to geo….we go back into the model and fix the geo. We find we may have to break the experience up a bit to allow us to load the initial portion and then background load the remaining sections.

    A great example of this is Pollantor Park: https://ecenvcommpublic.env.dataplatform.tech.ec.europa.eu/pollinators-vr/index.html. No, its not my work but where I got the inspiration on how to address massive assets online.

    Often we will play a video while we are loading in additional assets or require the user to do an action like go through a brief navigational tutorial or explore the main product while other stuff loads.

    Downloading time is not typically the real issue anymore for 200MB file sizes. It should only take a few seconds for most desktops.
    Here is a download time calculator:
    https://www.gigacalculator.com/calculators/download-time-calculator.php

    The problem we have seen is that the browser just consumes a bunch of time processing during the download. KDV has also mentioned in another thread of just loading a blank scene in first. Then loading in the necessary GLTFs as needed. This will get the user into the app faster and away from the dreaded loading bar as quickly as possible. Once in you can download the next anticipated section or sections. This technique may or may not be useful based on your apps startup needs.

    One day it would be great to have a nanite or nano tech similar function for webgl…and once our browsers are multithreaded I think this option will come to us. We are so very limited to what we can do with a single thread.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #61380
    visualizer
    Customer

    KDV & Xeon
    Thank for the reply.
    The example of Pollinator Park is really a great example! Is it done by V3d? or something else?

    The images tweaking will help me sort out 20-25% problem.
    How do we achieve the loading of a blank or minimal scene at the beginning & then gradually multiple GLTs load in one by one. Is there any puzzle settings or sequences to be set for this?

    May be some initial intro is going on for few seconds and during the same time multiple GLTFs loading in the background in the scene.

    Also, the second thing, is it possible to load low poly GLTF as first & then load the medium or high poly depending upon the requirement or need?

    #61386
    kdv
    Participant

    How do we achieve the loading of a blank or minimal scene at the beginning & then gradually multiple GLTs load in one by one. Is there any puzzle settings or sequences to be set for this?

    So what’s the problem? Load your minimal scene and then use the append scene puzzle(s) to load the rest content.

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

    #61416
    visualizer
    Customer

    Yes, KDV correct.
    I figured out that puzzle & trying to utilize them one after another.
    I think that’s going to help better.

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