We have a scene where we have solved all the performance issues and are ready to go live with it - the only concern is the download speed/bandwidth needed since a key platform will be mobile phones with potentially mobile data. We want to get the filesize the client needs to download as small as possible.
From these two questions arise:
a) Is there a way to find out how much bandwidth(megabytes that have to be downloaded) for the geometry only once I have put the Shapespark scene online. And any way to know per mesh/item?
b) Same for the textures - is there a way to know within shapespark how the download size of a texture will be. Is shapespark compressing textures itself, or do we have to compress them beforehand. And are there statistics telling you the overall weight of all textures together?
What are the contents of three folders - are they all loaded when a user browses to the website:
1)there are two folder under img–>large and small. under small there are 3 sub folders (etc1 , pvr , std)
a) The best way to check download size of different resources is using a
Network tab of the Chrome developer Tools (F12). Keep the tab open while loading a scene and it will display total size as well as the size of individual resources.
Meshes are all combined into a single file, but you can identify the biggest meshes in the
Objects tab of the Shapespark editor. The tab display the number of faces of each mesh and sorts the meshes by this number.
b) Shapespark is compressing and resizing textures. There are no statistics, but again the network tab of the Chrome developers tools will allow you to check the sizes. Lightmaps are usually the largest textures, so reducing lightmap resolution or the number of lightmaps will help to reduce the download size but will also reduce quality.
img sub folders contain copies of textures in different formats for different platforms. Only one copy of each texture is downloaded in a format that a device supports (iOS devices download PVRs, Androids ETC1, desktops DXT, jpgs are fallbacks for devices that do not support any other format, lightmaps always use
Thank you so much @jan , for detailed explaination. This will be very helpfull