GLB Optimizer for Games: Reduce File Size for Mobile, WebGL & Cross-Platform

Players hate waiting. Every second of loading time costs you engagement, and eventually, players.

Research shows player satisfaction drops nearly 2 points per minute of waiting at game launch, and almost 3 points per minute during level loads. One case study found that cutting load times turned 11-minute average sessions into 32-minute sessions—a 300% retention improvement.

The lesson? Optimization isn't polish. It's survival.

Why Loading Times Kill Your Game

The Research

Mobile gamers are ruthless about performance:

Every friction point in your game—including load times—accelerates that retention drop.

App Store Reality

Both app stores have limits and warnings:

Google Play:

Apple App Store:

Staying under 200MB means users can download your game anywhere, anytime, without friction.

Asset Size Matters

Your 3D models are often the biggest contributors to app size. A single unoptimized character model can easily be 20-50MB. Multiply that by your asset count and you've got a storage problem.

GLB with Draco compression can reduce those same models to 2-5MB each. That's the difference between a lean download and a "download over WiFi only" warning.

Mobile Game Polygon Budgets

Mobile devices aren't gaming PCs. You need to think in terms of strict budgets.

Per-Asset Guidelines

Asset Type Triangle Budget
Hero characters 1,000 - 5,000
NPCs/enemies 500 - 2,000
Props/items 100 - 500
Background objects 50 - 200
Environment pieces Varies by visibility

Scene-Level Budgets

Device Tiers

Not all phones are equal. Consider your target audience:

Low-end (2017-era phones):

Mid-range (most players):

High-end (iPhone 14+, flagship Android):

Building for mid-range means you'll work on low-end and look great on high-end.

Level of Detail (LOD) Systems

LOD is one of the most effective optimization techniques in gaming. The concept is simple: show high-detail models up close, swap to simpler versions when they're far away.

How It Works

  1. Create multiple versions of each model at different detail levels
  2. Game engine automatically swaps based on camera distance
  3. Players never notice because distant objects look fine with fewer polygons

LOD Reduction Guidelines

Level Distance Triangle Count
LOD0 Close 100% (full detail)
LOD1 Medium 50%
LOD2 Far 25%
LOD3 Distant 10% or billboard

Games Using LOD Effectively

Every major open-world game relies heavily on LOD:

LOD is why these games can show enormous environments without melting your device.

GLB in Game Engines

Unity Integration

Unity doesn't natively import GLB, but several excellent plugins exist:

All three support runtime loading, which is essential for user-generated content or downloadable assets.

Unreal Engine

Unreal has native glTF import since version 4.19. For runtime loading, plugins like glTFRuntime work well.

Note: Unreal 5's Nanite system handles LOD automatically for Nanite-enabled meshes. But Nanite doesn't work on mobile or older hardware, so traditional LOD is still essential.

WebGL Engines

This is where GLB really shines:

For web games, GLB is basically the standard format.

Why GLB for Games?

Asset Streaming Strategies

For larger games, you can't load everything at startup. You need streaming.

Stream vs. Preload

Preload everything: Simple, but long initial load

Stream everything: Complex, but instant start

Hybrid (recommended): Core assets preloaded, rest streams in as needed

Implementing Streaming

Basic approach:

  1. Load a proxy/placeholder version immediately
  2. Queue full-quality version for background loading
  3. Swap when loaded (ideally with crossfade)

Priority matters—load what the player can see first:

Why Compression Helps Streaming

Draco-compressed GLB files are smaller, which means:

Modern devices can decompress Draco very quickly—the bottleneck is usually network, not CPU.

Platform-Specific Tips

iOS Games

Android Games

WebGL/HTML5 Games

Optimization Workflow

Pre-Production

Don't wait until the end to think about optimization:

  1. Set polygon budgets before artists start modeling
  2. Define LOD requirements upfront
  3. Create texture size guidelines (1024x1024 max for most assets)
  4. Plan your target device testing

Production Pipeline

  1. Model at highest needed detail
  2. Generate optimized game-ready version
  3. Create LOD chain (automated tools help here)
  4. Apply Draco compression
  5. Validate in engine
  6. Test on target hardware

Batch Processing at Scale

For games with hundreds or thousands of assets:

The Bottom Line

Game optimization is about respecting your players' time and devices. Nobody wants to wait for downloads, sit through loading screens, or deal with stuttering gameplay.

GLB with proper optimization gives you:

Start with appropriate polygon budgets, implement LOD for anything visible at varying distances, and compress everything with Draco.

Your players' retention rates will thank you.


Building a game and need optimized 3D assets? Our batch optimizer can process entire asset libraries with consistent quality settings.

Ready to optimize your 3D models?

Try the Free GLB Optimizer