To clarify by ‘full screen’ do you mean after pressing the
f button, so the only thing on the screen is the scene, or when a browser occupies full screen, but still has address bar visible?
As for your performance related questions. Only the number of lights and size of the sky texture does not have any impact on runtime performance. This is because lights are baked, and are nor processed at runtime, and the sky texture is automatically scaled down, so no matter how large the input texture is, the output will have the same resolution.
Textures, light probes, reflective materials, geometry size and lightmap size all have some impact on how much work GPU has to perform. For smaller scenes this impact is negligible, because the GPU is still able to render 60 frames per second even if you add more textures, increase the lightmap resolution, or add a couple of additional objects.
Games usually have a lot of budget to dedicate to optimizations to ensure smooth performance on all devices. Archviz projects have much smaller budgets and much shorter time frame. Most Shapespark customers can’t afford to spend a month optimizing a scene and finding rendering bottlenecks on different devices. It could be more reasonable to follow a couple of rules of thumbs:
- Try to use not more than 2 lightmaps
- Try to keep the geometry size in 2-4 millions range. Often a scene will have a couple of very detailed objects, and replacing them will decrease the size significantly, without much work.
- Usually, reducing the number of textures is not needed. Looking and Shapespark scenes, it looks like it is much easier to include complex geometries in a model than to include enough texture for them to become a performance bottleneck.
- Use at most one light probe per room. If you have rooms without any interesting reflective materials, or rooms that are not important from presentation perspective (like storage), don’t include light probes there.
Look at other Shapespark scenes posted on this forum to see how large scenes are reasonable. Most scenes are apartments or houses. There are many office spaces, but they require more optimization work. Large projects, such as http://data.architektur-visualisierung.build/interaktiv/oekosiedlung3/index.html often target only desktop devices and could require a lot of additional work to run on mobile.