Typical source data
Typical source data
Existing tilesets, source BIM or meshes, coordinates, target devices, camera paths and current performance records
Recommended workflow
Recommended workflow
Baseline loading, identify network, decode, memory and draw-call limits, then tune partitions, geometric error, textures, compression and caching.
Key acceptance criteria
Key acceptance criteria
Initial requests and transfer, time to interaction, route frame rate, peak memory, tile gaps, near-view error and object-query integrity
Typical deliverables
Typical deliverables
Optimized tilesets, conversion notes, performance comparisons and deployment cache recommendations
Risks to control early
Risks to control early
Tiles that are too small or large, weak error balance, dense textures, empty nodes, coordinate precision and ineffective server caching
FAQ
Frequently asked questions
Why can a small tileset still perform poorly?
Hierarchy, request count, nodes, materials, decoding, transparency and GPU memory can matter more than total transfer size.
Will optimization reduce near-view quality?
View-dependent error and texture levels should be tested on fixed camera paths for both appearance and performance.
