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:
- Day 1 retention benchmark: Around 25-33% (top games)
- Day 30 retention: Drops to just 3-7%
- Players delete large apps first when they need storage space
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:
- APK limit: 100MB (App Bundles can go higher)
- Warning dialog at 200MB for cellular users
- Total max: 8GB (games in special programs can go up to 34GB)
Apple App Store:
- Max app size: 4GB
- Cellular download limit: 200MB
- Larger apps require WiFi, which kills impulse downloads
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
- Total visible geometry: ~50,000-100,000 triangles on screen
- Draw calls: Under 100 (ideally under 50)
- Texture memory: 256MB - 512MB total budget
- Unity recommendation: 300-1,500 triangles per individual mesh
Device Tiers
Not all phones are equal. Consider your target audience:
Low-end (2017-era phones):
- Very aggressive optimization needed
- Target 30fps, not 60
- Minimal effects, smallest textures
Mid-range (most players):
- Balance quality with performance
- This is where most of your players live
- 60fps achievable with care
High-end (iPhone 14+, flagship Android):
- More headroom for quality
- But don't ignore the lower tiers
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
- Create multiple versions of each model at different detail levels
- Game engine automatically swaps based on camera distance
- 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:
- Skyrim: Vast landscapes, stable performance
- Red Dead Redemption 2: Incredible vistas, runs on consoles
- Fortnite: 100 players, smooth on mobile
- Genshin Impact: Beautiful open world, runs on phones
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:
- glTFast: Official Khronos-supported, great WebGL support
- UnityGLTF: Full-featured, pure C#
- GLTFUtility: Good Draco support
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:
- Three.js: Native GLB support, Draco, KTX2
- Babylon.js: Excellent glTF 2.0 implementation
- PlayCanvas: GLB is the primary format
- Godot 4: Improved glTF support
For web games, GLB is basically the standard format.
Why GLB for Games?
- Universal: Works across all major engines
- Single file: No managing separate textures and materials
- Compression: Draco support means smaller builds
- Runtime loading: Easy to load user content or DLC
- Web-ready: Perfect for HTML5/WebGL 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:
- Load a proxy/placeholder version immediately
- Queue full-quality version for background loading
- Swap when loaded (ideally with crossfade)
Priority matters—load what the player can see first:
- Models in view frustum
- Nearest objects first
- Hero characters before background elements
Why Compression Helps Streaming
Draco-compressed GLB files are smaller, which means:
- Faster downloads from servers
- Less bandwidth costs
- Quicker decompression on device
Modern devices can decompress Draco very quickly—the bottleneck is usually network, not CPU.
Platform-Specific Tips
iOS Games
- Metal API is efficient, gives more headroom
- Higher baseline device quality (no super-low-end iPhones)
- TestFlight essential for real-device testing
- Watch memory usage carefully—iOS kills memory hogs aggressively
Android Games
- Massive device fragmentation—test on multiple devices
- Vulkan vs. OpenGL ES matters for performance
- Google Play's device catalog helps target specific hardware
- Always test on at least one low-end device
WebGL/HTML5 Games
- Draw calls are the #1 bottleneck
- Texture compression is critical (KTX2 with Basis Universal)
- Consider WASM for heavy processing
- CDN distribution for assets
- Progressive loading for better perceived performance
Optimization Workflow
Pre-Production
Don't wait until the end to think about optimization:
- Set polygon budgets before artists start modeling
- Define LOD requirements upfront
- Create texture size guidelines (1024x1024 max for most assets)
- Plan your target device testing
Production Pipeline
- Model at highest needed detail
- Generate optimized game-ready version
- Create LOD chain (automated tools help here)
- Apply Draco compression
- Validate in engine
- Test on target hardware
Batch Processing at Scale
For games with hundreds or thousands of assets:
- Automate LOD generation
- Script compression passes
- Set up CI/CD for asset validation
- Create quality gates that catch problems early
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:
- Smaller file sizes for faster downloads
- Efficient streaming for dynamic loading
- Cross-platform compatibility
- Industry-standard format with great tool support
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.
