Awesome, so this yields some of the same stats that ctrl-shift-A does in Google Earth? (which toggles a readout at the bottom middle.)
I was reading this
https://github.com/KhronosGroup/glTF/blob/master/specification/README.md#motivation
"Another perspective that motivates glTF is that 3D is the last media type without a standard codec. Audio has mp3. Video has H.264.
Images have png and jpg. What does 3D content have? The variety of use cases and complexity of 3D asset types have left 3D without a standard codec."
This makes alot of sense. 3D models on web-pages could become as ubiquitous as images and videos if only there was a common format.
I haven’t tried gltf-statistics just yet, but looking over the readme.md it would appear to be for performance checking on individual models. I collected some data from GE for render speed, though it’s of the Earth instead of individual models. Cesium is at least on par with Google Earth for geometrically dense mountainous areas, though I can’t render more than 60fps on this computer. This is with GE standalone which uses C compiled to machine code, I’m not sure how to do enable stat checking on GE WebGL version.
Geometrically dense mountainous area
60fps
621 draw() calls
252k triangles, 867.3k verticies
380 textures, 320.44 MB VRAM
3D buildings turned on in a major city
30fps
1761 draw() calls
392.8k triangles, 2858.6k verticies
1212 textures, 539.47 MB VRAM
3D buildings turned on at the southern tip of Manhattan looking north pitched slightly down
15fps
4323 draw() calls
1633.7k triangles, 15879.4k verticies
3387 textures, 1333.20 MB VRAM
(Disneyland Paris is probably as bad if not worse with 3d buildings enabled.)
While 3D buildings are awesome, they can be quite stressful for a computer to render. Though this is using a computer from 2010 which was only mediocre back then.
Something that these stats don’t show is how long it takes to transmit these models from the server to the client. I didn’t time it,but I’d estimate 10 to 20 seconds. But I’m not sure if that’s a hard drive bottleneck, a network bottleneck, or maybe even a CPU processing bottleneck.
Having an efficient method to transmit models and process them to the GPU will become very important as the number of models greatly increases, paramount when Cesium does feature 3D buildings.