KhronosGroup / glTF-Sample-Assets

To store all models and other assets related to glTF
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Models that challenge engine's performance or runtime limits #56

Open lexaknyazev opened 6 years ago

lexaknyazev commented 6 years ago

This issue may lead to greater questions and maybe even spec updates.

API Limits

Percentages mean hw/impl caps of WebGL 1.0 clients.

Texture size

Here're max texture sizes according to WebGL Stats:

Vertex attributes

Here're max numbers of vertex attributes according to WebGL Stats:

Vertex Uniforms

Here're max numbers of vertex uniform vectors according to WebGL Stats:

Performance-oriented models

These are less obvious and may be very subjective. Feel free to discuss.

Static

Animations

pjcozzi commented 6 years ago

@lexaknyazev good ideas - this will really tighten up the validator/spec.

Sounds like glTF-Asset-Generator will be useful here.

CC @bghgary

bghgary commented 6 years ago

Sounds like glTF-Asset-Generator will be useful here.

Sure. @kcoley Can you add this to the roadmap or add an issue?

kcoley commented 6 years ago

Sure, I created an issue: https://github.com/bghgary/glTF-Asset-Generator/issues/283

javagl commented 6 years ago

A "low-hanging" (but nevertheless interesting) challenge that would fall into the "Static" category: Scenes with complex graph structures in general. These could have trivial geometry, to focus on the graph structure itself. I'm thinking of a root node with 10000 children, or a chain of 10000 nodes (with one leaf). But one could certainly argue about whether this can still be considered as a core/realistic use case for glTF.

donmccurdy commented 6 years ago

I would vote that we focus energy on examples that test engine limits rather than hardware limits. For example, assets that may work in Unreal or Unity but are not currently supported in WebGL engines. There doesn't seem to be much benefit from demonstrating limits engines can't do anything about, like 16K textures or 10K draw calls.

For example, I think the Animations and Static sections in the OP are more compelling than the other sections. Also:

DRx3D commented 11 months ago

@lexaknyazev @donmccurdy @bghgary : Has this issue been resolved or acted-upon/transferred? If so can it be closed or should it move to glTF-Sample-Assets repo? Default operation is to close this between 20 & 27 November.

lexaknyazev commented 11 months ago

This should be transferred.