I have issues loading some 3d gltf models using threejs on iPad. Loading works fine actually, it loads up fine on desktop computers and android tablets, but in my specific case it needs to run on an iPad tablet and the page keeps crashing because it uses up all of the memory trying to render the model (I guess Android gives the browser more memory to use).
My question is how to optimize the model in order for it to be able to run on iPad? My first thought was that the number of vertices/indices/faces etc. affects rendering, but it turned out that a model with more vertices/indices/faces was able to load while the “optimized” model with less vertices/indices/faces couldn’t load. We throw the model into babylon online previewer to see its info and the thing I noticed is that the older model with more vertices/indices/faces had less meshes, draw calls and texture collision than the new one that doesn’t work. So is that something that we should focus on optimizing instead of number of vertices/indices/faces?
The problem is that we need to optimize the model to render on iPad but I can’t figure out which part of the model needs to be optimized so any help would be much appreciated!
P.S. I tried implementing DRACO compression and DRACOLoader but it doesn’t help because it just compresses the file, and once it needs to be rendered on screen that compression doesn’t matter at all because it’s basically still the same 3d file that needs to be rendered. I can share code if needed, but I don’t think it matters because there is no issues with the loading, it’s just that the model is not optimized.