That’s interesting that it loads in r117 but not r119 on Android. Maybe we need an option to disable the ImageBitmapLoader mode, like https://github.com/mrdoob/three.js/issues/20055? But yeah, it sounds like the model is borderline / too complex either way.
@GOWTHAM there are seven 4K textures in this model, and those consume ~50MB of GPU memory each on a mobile device. That’s quite a lot, and much more than the model needs, so as @Mugen87 suggests you will need to optimize this model.
The easiest way to do that is to unpack the textures with glTF-Pipeline, then just resize them to at most 2K each.