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Model Loading time issue. #400
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Does anyone got through this? It takes painfully long to load relatively small models with not much geometry on them. |
Facing a similar kind of issue, kindly help if someone can help with reduction of loading time. |
Hi Rathod! A couple of things to check:
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Hi, |
I'm also in the same boat. Very long model load times. @AnandDixit27 how long does your model take using Don McCurdy's javascript gltf viewer? |
@AnandDixit27 if you can, can you share a model so that we can analyze it? Those speeds are much slower than expected and what I see in practice with the viewer. |
I have tried to open my model on given link in mobile browser in chrome and also in MI browser but unable to open it. |
I am attaching a test model. It takes a second to load it in unity editor. But on device it takes 30 sec to load. https://drive.google.com/open?id=1zxj0GR92fi2C4AtuAWtqpJVc3W4d_ird |
I am also facing the same issue. |
@blgrossMS Did you try with the model given to you? We need to optimize it for mobile devices. |
I am also facing the same loading time issue while loading models. |
Have you tried testing with reduced texture sizes. I mean, make them extremely small. Could be the downloading, or the texture upload to the GPU. Those 3000x3000 textures take up 300030004 bytes in memory, and that is is decompressed from the png, put in CPU memory, the uploaded to GPU memory. |
@blgrossMS Please help me how will i solve this. I already had shared model with you. |
Hi |
Hey @AnandDixit27 , @rferrese has a proposed performance fix here. I think it's a good fix. I'm testing it now with a few different models. If everything looks good, I'll send out a pull request today or tomorrow. You can use his fork to unblock yourself until then. |
Hey @AdamMitchell-ms I have read all the comments and just used the fix that you have provided. I am trying to load a 72mb model on iPhone 8s. It takes a lot of time to load (45s). Any suggestions on how can I reduce it? |
Pull #414 just went in, and it does fix a loading time regression that was introduced a few weeks or months ago. It sounds like there may be an additional issue that is not addressed by that change. You could try increasing the frame budget to improve the loading time. To do this, attach an AsyncCoroutineHelper component onto the same scene node that has the GLTFComponent attached and set the BudgetPerFrameInSeconds to something higher. For mobile, it's reasonable to set it to 0.03 or even higher values depending on what framerate you want to maintain during loading. If you're still having problems, you could attach an example file to this thread so we can take a look. |
Hey @AdamMitchell-ms So any suggestion how can i reduce it upto this. |
I am waiting for your reply. Please help me to solve it. |
Hi @AnandDixit27 What is the baseline framerate of your app on mobile when you expect to load the model? (What is the framerate of your app when the model is not loading) |
Hey @rferrese |
Yes, there is definitely still a big loading performance issue here. I've tracked it down to the fact that in AsyncCoroutineHelper, when we waitForEndOfFrame and set the new timeout, sometimes that timeout has already expired by the time YieldOnTimeout has completed its Task.Delay(1). I have an experimental/hacky fix on my branch here. On some models on desktop, I'm seeing a ~5x reduction on loading time. This is not a proper fix though. I'm still investigating. @AnandDixit27 , does my branch give you improved loading times? |
Hey @AdamMitchell-ms, Iphone 6 Loading time is 23sec |
I tested out Spreader.GLB on an iPhone 8 with the BudgetPerFrameInSeconds set to 0.04. I estimate that the load time was ~1 second (I didn't add a load time counter, just watched it). I loaded the model from the device (so no networking time). In these tests what are your values for:
Also, how are you loading the stream? Is it from disk directly or using the WebServerComponent that is shipped with the GLTF addon? If you want to post the pictured GLB, I can test it as well. |
@rferrese |
@AnandDixit27 How did you record the loading time? I would like to estimate the loading time in two steps as follows:
I would like to record these timings on Quest(Android). I would like to know the exact location where I should start and stop the timer. Could you please help? |
Please update to the latest version and open a new issue if the problem persists. Thanks! |
I have integrated latest unity GLTF plugin with my project. The plugin seems to load the models really slowly.
With current scenario
model size 66 MB
and it takes approx 30 to 31 sec to load in my android device having configuration
Octa core Max 1.40GHz with 2GB RAM and Android Version 6.0.1.
Please see in screenshot.
As you can see time to load a model is 30 secs.
is there any way by which the load times can be reduced? some help will be much appreciated.
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