Inspect your GLB and get a web-readiness score
Drop a GLB or glTF and get a 0–100 web/AR readiness score with an A–F grade — file size, triangle and draw-call counts, texture memory, and geometry/texture compression, each checked against model-viewer, glTF and AR Quick Look best practices. Free, private, and nothing is uploaded.
Capabilities
What it checks
- Web-readiness score and A–F grade: a 0–100 score with a breakdown of exactly which checks passed and failed, grounded in model-viewer, glTF and AR guidance.
- Full geometry report: triangle count, vertex count, meshes and estimated draw calls, weighed against mobile GPU budgets.
- Texture audit: every texture’s dimensions, format, power-of-two status and estimated GPU (VRAM) memory — the number that actually stalls mobile.
- Compression detection: sees whether geometry uses Draco or Meshopt and whether textures use KTX2, WebP or raw PNG/JPEG.
- Materials, animations and size checked against web download and AR Quick Look / USDZ limits.
- Live preview plus one-click fixes: orbit the exact model you’re inspecting, then jump to the GLB optimizer to fix each flagged issue. 100% in-browser.
Process
How it works
- Drop your GLB/glTFIt loads and is analyzed entirely in your browser — nothing is uploaded.
- Read your scoreSee the 0–100 web-readiness score, grade and every failing check ranked by severity.
- Fix and re-checkFollow the linked fix for each issue, then drop the result back in to confirm the A.
Notes
Good to know
- Draw calls are estimated from mesh primitives and materials; real counts depend on the engine’s batching, instancing and frustum culling.
- GPU texture memory is an uncompressed-with-mipmaps estimate; KTX2/Basis textures stay compressed in VRAM, so their real footprint is far below the figure shown for equivalent PNGs.
- The score is a portability heuristic for typical mobile web/AR delivery, not a guarantee — a stylized hero asset may intentionally exceed budgets.
- Analysis is read-only: the inspector reports and grades but never modifies your file — use the linked optimizer or editor to make changes.
- Everything runs on your device, so very large scenes depend on your machine’s memory and speed.
FAQ
Questions, answered
What makes a GLB “web-ready”?
A small download, low triangle and draw-call counts, power-of-two textures at 2K or below, and geometry plus texture compression. The score weighs all of these against model-viewer and glTF guidance and tells you which to fix first.
Is my GLB too big for AR?
AR Quick Look (USDZ) and mobile web are happiest under roughly 15–25 MB; above that, loading and AR placement get slow. The inspector flags your size against these limits and links you to downscale and compress.
How many triangles or draw calls is too many?
For a single asset on mobile, aim for under about 100k triangles and a few dozen draw calls. Beyond that the inspector warns you and suggests polygon reduction and mesh merging.
Are my files uploaded?
No. Parsing, scoring and preview all run locally in your browser; your model never leaves your device.
Why is my texture memory so high?
Each uncompressed 4K texture costs about 90 MB of VRAM with mipmaps. Downscaling to 2K/1K or moving to KTX2 slashes that; the inspector estimates the total and links to the optimizer.
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