28 October 2026 · English viewer · Русский просмотрщик
No physical Quest 3 or phone gyroscope test was performed. Desktop measurements confirm lower visible geometry, not 90 FPS on Quest. Hardware validation is still required.
The original scene contained 955,624 triangles. Three atlas groups (folded storage, hanging clothes, bags and shoes) accounted for 861,066 triangles. Their broad bounding volumes kept entire groups visible. The new variant contains 881,132 triangles in 69 draw primitives, with spatial cells and per-eye frustum tests in VR. Off-screen cells are skipped without changing the Beauty atlas coordinates.
Clothing and bags retain their original triangles: stronger simplification introduced visible artifacts and was excluded. Folded storage was reduced from 148,774 to 74,282 triangles, using existing vertices with a combined attribute-error limit of 1.5 mm and strong UV5 weighting. Main room surfaces, doors, wardrobe fronts, mirrors and glass were not simplified. No distance LOD or occlusion-through-walls system was added.
Identical five camera poses, 1280 × 720, pixel ratio 1, Quest reflection profile, Windows Chromium. Each view had a warm-up then 2.5 seconds of samples. Counters cover the complete rendered frame. These are single-view desktop results; stereo VR has a different workload.
| View | Rendered triangles: before → after | Reduction | Draw calls | Desktop FPS |
|---|---|---|---|---|
| Hall → WIC | 958,818 → 823,197 | −14.1% | 23 → 62 | 144.0 → 144.0 |
| Hall → entrance | 311,818 → 32,105 | −89.7% | 17 → 15 | 144.0 → 144.0 |
| WIC → shoes | 955,042 → 682,239 | −28.6% | 19 → 40 | 144.0 → 144.0 |
| WIC → right storage | 456,780 → 223,897 | −51.0% | 11 → 26 | 144.0 → 144.0 |
| WIC → hall | 461,602 → 147,970 | −67.9% | 25 → 37 | 144.0 → 144.0 |
Desktop FPS was refresh-limited at approximately 144 FPS. Spatial splitting increases draw calls in several views. The reduced geometry should be tested against that trade-off on Quest; a GPU bottleneck has not been proven on the headset. Per-view GPU values in the raw report are the latest available query, not a stable average or a Quest prediction.
Existing GLB, Beauty/KTX2 textures, UV5 atlas mapping, reflections and panorama assets remain unchanged. New cell attributes passed lossless compression round-trip checks (1,186,193 UV vertices checked). Original model remains available with ?geometry=baseline. The Quest profile has five transparent materials and zero materials using physical transmission. It uses existing static environment maps; no SSR, dynamic reflection captures or additional transmission passes were introduced.
Open the same HTTPS viewer in Safari or Chrome. Touch mode starts automatically on touch devices. Use the left joystick to walk; drag the scene to look. Tap Motion look / Обзор телефоном and permit motion sensor access if asked. Turning the device then changes the view. Recenter recalibrates; Swipe look returns to touch look. No phone camera or microphone is used.
Compact controls support portrait and landscape screens. Movement uses the existing floor and collision controller. Desktop WASD and WebXR remain available. Mobile devices select the lighter environment profile. If sensors are absent, denied or provide no data, swipe controls remain usable.
Browser checks verified scene loading, mobile swipe look (−52.1° → −24.6°), joystick movement, collision contact and sensor-unavailable fallback. Syntax, device-orientation math, desktop/stereo culling and existing collision/VR logic checks passed. Physical phone motion, Quest stereo performance and real controller comfort remain untested.
In Walkthrough settings, compare Geometry variants, press Record VR, enter VR, spend time in both rooms, exit and choose Download measurements. Repeat with the baseline. Compare FPS, frame time, triangles and calls on the actual headset before concluding that the lag is resolved.
The full previous viewer is preserved locally in outputs/Quest_WIC_Optimization_20261028/viewer_before. The new viewer uses models/scene_quest_spatial.glb; the baseline GLB is retained. No .max files or Corona materials were changed.
Baseline measurements · Updated measurements · Geometry validation

В проверенных ракурсах гардеробной отрисовывается на 29–68% меньше треугольников. Добавлены мобильный джойстик и обзор поворотом телефона. Beauty-карты и UV5 сохранены. 90 FPS на Quest 3 и работа реального гироскопа пока не подтверждены — нужен тест на устройствах.