Texture compression

Compress the textures in your GLB

Upload your model to see every texture, its resolution, and whether it's wasting GPU memory.

Why teams trust it
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Textures are usually the single biggest cost in a 3D model. PNG and JPEG must be fully decompressed in GPU memory, so a handful of 4K maps can blow past a phone's memory budget and crash the tab. The analyzer measures this exactly.

Why PNG and JPEG hurt on the GPU

On disk, PNG/JPEG look small. In GPU memory they're expanded to full uncompressed RGBA — a 4096×4096 texture needs ~64 MB of VRAM, before mipmaps. Stack a few and mobile devices simply give up.

KTX2 with Basis Universal stays compressed on the GPU, cutting texture memory by up to 6× while loading faster. It's the single highest-impact change for most models.

What the analyzer shows

You'll see each texture's format, resolution, whether it's GPU-compressed, and an estimate of total texture memory. Anything uncompressed or above 2048px is flagged with a recommendation.

Done-for-you optimization

Let us convert your textures to KTX2

We'll re-pack your model's textures to KTX2 at the right resolutions and hand back a lighter, faster GLB. Free quote.

Typically 70–90% smaller

Draco/Meshopt geometry, KTX2 textures and clean decimation — without visible quality loss.

Built for web & mobile

Optimized to load fast and render smoothly on phones, not just high-end desktops.

You keep the visuals

We protect silhouettes, UVs and materials so the model still looks like your model.

Grade your model firstFree quote · no commitment
FAQ

Frequently asked questions

What is KTX2 / Basis Universal?

KTX2 is a GPU-friendly texture container using Basis Universal compression. Unlike PNG/JPEG, it stays compressed in GPU memory, dramatically reducing VRAM use and load time.

Do all browsers support KTX2?

Yes, via a small transcoder that runtimes like Three.js and Babylon.js include. The texture is transcoded to the device's native GPU format at load time.