Poor quality of Saturn like rings and spheres

You can use meshopt and/or gtlf-transform to compress and optimize glbs including ktx2 texture compression.
@phil_crowther it supports alpha as well.

GitHub - donmccurdy/glTF-Transform: glTF 2.0 SDK for JavaScript and TypeScript, on Web and Node.js. · GitHub

and:

and then attach:

to your gltfloader to load the optimized models. With good settings, I’ve seen multi gigabyte models shrink down to like 2 megs.

It does vertex quantization, texture compression, vertex channel packing, hierarchy optimization… etc. etc.

I haven’t found any platforms that haven’t supported it.. and yeah the variant I’ve used is ktx2 basis iirc.

I just discovered that the 2024 MS Flight Simulator uses ktx2 textures. That makes sense because flight simulators are typically very texture-intensive.

Simon Dev has a section on how to correctly steup ktx2 texture I recomend it https://simondev.io/

Oops, looks like I have to pay $150 to get the answer. Does he have a tutorial that is free?

Nope but the course is top-noch I recomend it!

Someone documented how to do it here on the forum btw. I can’t remember where

Btw, the universal basis format comes in two flavours, uastc gives you way better quality, etc1 is begging to somehow be used for your lower level mips. You get banding and his cousins. But far smaller memory footprint I believe.