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Guide

Web and AR 3D file size benchmarks

Use these benchmark targets as early planning numbers for mobile AR, WebGL product viewers, real-time model budgets and common CGI output sizes. They are technical production norms from the live Labs calculators, not client or pricing data.

The decision

What this solves

3D assets often reach web, AR or ecommerce delivery too heavy, too large or rendered to the wrong output size. A simple benchmark page gives artists and producers a shared target before they optimise, render or brief a supplier.

Tools for this task

Start with these tools

Use the tools in order, or jump straight to the one that matches the question in front of you.

Benchmarks

Planning targets

Use these figures as early production targets, then test against the real device, browser, render engine or channel spec.

AR and web model file-size targets

These values are planning thresholds from the AR Model File Size Optimiser, not published platform limits. Start with a lightweight file, then check current platform requirements and test the real device and connection.

Benchmark Working target Cap or recommendation Source note
iOS USDZ ~10 MB smooth ~25 MB Labs review threshold Use for Apple AR Quick Look style delivery.
Android GLB ~5 MB smooth ~15 MB Labs review threshold Use for Android AR and lightweight app/web handoff.
Web model-viewer ~3 MB smooth ~10 MB Labs review threshold Use for product pages, ecommerce embeds and WebGL viewers.
Texture resolution default 2K 1K, 2K and 4K offered Drop texture resolution before decimating useful product geometry.

Real-time triangle and draw-call baselines

These are the Polygon Budget Calculator baselines for a medium-complexity scene at 60fps. Treat them as starting points before device testing.

Benchmark Working target Cap or recommendation Source note
Mobile 300k triangles 120 draw calls Lowest headroom. Materials, transparency and texture memory can bite early.
Web / WebGL 900k triangles 200 draw calls Useful baseline for browser product viewers and configurators.
Desktop 4M triangles 400 draw calls Comfortable for heavier real-time product scenes on capable machines.
Console 6M triangles 500 draw calls High-end baseline, still dependent on shaders, lighting and overdraw.
Web / WebGL hero asset 20k to 60k triangles Profile in scene Quick-reference hero-model range from the calculator.

Common CGI output resolution targets

These values come from the Render Resolution vs Output Guide. Render masters larger only when there is a clear crop, print or grading reason.

Benchmark Working target Cap or recommendation Source note
Instagram feed portrait 1080 x 1350 minimum 1440 x 1800 recommended 4:5 portrait fills more feed height.
Web hero / banner 1920 x 1080 minimum 2560 x 1440 recommended Serve compressed responsive sizes rather than one giant image.
Full-bleed web 4K 2560 x 1440 minimum 3840 x 2160 recommended Use for large monitor hero sections, then downscale per breakpoint.
Product catalogue image 1500 x 1500 minimum 2048 x 2048 recommended Good ecommerce zoom baseline for product detail.
YouTube / web video 4K 3840 x 2160 minimum 3840 x 2160 recommended Use Rec.709 video delivery assumptions, not still-image sRGB rules.
A4 print at 300 DPI 2480 x 3508 pixels Add bleed if needed Keep a 16-bit master and let the printer confirm colour profile.
Workflow

Recommended workflow

The sequence keeps the work practical and reduces the usual guesswork before production.

Pick the delivery platform

Start with the platform because iOS USDZ, Android GLB and web model-viewer have different smooth targets and caps.

Open tool

Set the geometry budget

Use the 60fps medium-complexity scene budgets as the first modelling target, then profile on the real device or browser.

Open tool

Choose render output size

Match the render resolution to the channel before you frame cameras or start high-sample final renders.

Open tool

Check textures separately

A 4K map can outweigh a large mesh, so texture count, resolution and compression need their own budget.

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Example outcome

A web product model might target a 3 MB smooth model-viewer file, keep the browser scene around a 900k-triangle medium baseline, and render ecommerce stills at 2048 x 2048 before compression.

Basis and limitations

The benchmark rows are extracted from the live XO3D Labs AR file-size, polygon-budget and render-resolution tools. They are production-planning targets, not client project data. Benchmarks are sourced from current Labs calculator constants and should be sense-checked against the target device, browser, render engine or publisher spec.

Google Scene Viewer requirements: Platform-specific guidance for Android AR and 3D delivery. The Labs numbers are planning thresholds, not universal platform limits.

model-viewer material and scene examples: Documents differences between browser, Scene Viewer and Quick Look behaviour. Test the complete asset through each delivery route.

Common mistakes
  • Using one heavy render asset directly on a product page.
  • Optimising geometry while leaving oversized 4K texture sets untouched.
  • Rendering social or ecommerce outputs without confirming channel size first.
  • Treating benchmark targets as a substitute for testing on the real device or browser.
Work with XO3D

Related XO3D services

Use the tools to clarify the task. For a product campaign that needs creative direction and production, explore the relevant XO3D programme.

Next pages

Keep going

FAQ

Questions this page answers

Are these benchmarks from client project data?

No. They are technical craft norms from the live Labs calculators, so they do not expose client names, prices, acceptance rates or commercial performance.

Are these universal file-size limits?

No. These are Labs planning and review thresholds. Platform requirements differ and can change. Use the linked platform documentation, then test the complete asset on the target device and connection.

Why can textures matter more than polygon count?

A single 4K map can outweigh a large mesh, especially on web and AR. Texture count, resolution and compression need to be budgeted alongside geometry.

Do these replace device testing?

No. Use them to brief and optimise early, then test the real model on the real browser, device or channel before delivery.

Next step

Build interactive 3D with XO3D

Bring the product, audience, launch date and required assets. We can help define the creative direction and production scope from there.

Tell us about your brief

Last reviewed: 2026-06-21

Updated: 2026-09-17

About the studio behind these tools

XO3D is a director-led product CGI studio, and these tools come out of its own production pipeline rather than being built as marketing. We work with tech, industrial and premium consumer brands on product films, launch stills and interactive experiences.

That makes us the right choice for launch-critical work where the visual standard has to be high and the product may not exist yet.

It makes us the wrong choice for three things: hundreds of routine SKUs to a fixed template, a permanently live self-service configurator across a large range, and the campaign idea itself.