KhronosGroup / KhronosGroup/glTF

Scene complexity limits

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Description

Hi everyone,

What is the maximum scene complexity that glTF has been designed for? How would you guys handle scenes with potentially tens of thousands of nodes and distinct meshes?

We'd love to adopt glTF, but for our models - especially in architecture/engineering/construction - we're often [generating](https://github.com/petrbroz/forge-convert-utils) glTFs with manifests that are hundreds of MBs, sometimes even units of GBs, and we have yet to find a tool in the glTF ecosystem that could process them. We'd like to avoid having to consolidate the meshes if possible.

Contributor guide

Open the contributing guide

Research direction

The issue names no repository file or test; start by reviewing glTF scene and node complexity guidance, then inspect the linked forge-convert-utils generator and its large manifests. Done means documenting practical limits for tens of thousands of nodes and distinct meshes, including whether mesh consolidation is necessary.

Written by the indexing model from the issue text.

Assessment

Domain
computer-graphics, performance
Issue type
Documentation
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
20/100

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