Ah gotcha, that makes sense since my model seems to scale (in both size and load time) with animations. I’m indeed only using the -c flag with the custom GLTFLoader
I went ahead and did 2 more tests:
- Environment, 18k tris, no rig/animations, no textures
- Subsurfed my previously tested model, 268k tris, removed the rig/animations
These are my results:
It does seem like Draco compresses better for higher poly models, and I imagine it would perform even better as the poly count increases. The size reduction is almost insignificant for ~20k tris models when compared to MeshOpt (MeshOpt has smaller .gz too). However, the loading time seems to be really long though, and I guess that’s the main trade-off.
Based on these results, it seems that:
- Draco: smallest model size, but slow loading time
- Good for high poly models with no animations and don’t care about loading time
- E.g. big environments, architectural models, sculpts, etc
- MeshOpt: small-ish model size, but fast loading time
- Good for low-mid poly models with animations, needing fast load times
- E.g. game characters, props, animated models
If the MeshOpt extension is approved, it could be useful for ThreeJS to use it to have that missing middle-ground between Raw GLB and Draco.