Upload your model to see its exact triangle and vertex counts — and whether they're too high for real-time web use.
Drop a 3D model to grade it
or click to browse — GLB or glTF, up to 300 MB. It's graded in your browser; the file never leaves your device.
Models from CAD, photogrammetry or sculpting often carry millions of triangles the web doesn't need. That density wastes GPU time and download size with no visible benefit. The analyzer shows your real counts and flags when decimation will help.
For most web and mobile use, keep models under ~150k triangles; product viewers can often go far lower. Beyond that you pay in frame rate and file size for detail no one can see at typical viewing distances.
Smart decimation removes hidden and redundant geometry while preserving the silhouette and key details, so the model still looks right.
Blanket decimation ruins clean edges and UVs. Good optimization is selective — protecting boundaries, UV seams and normals — and pairs reduction with LODs so distant objects use cheaper meshes.
We'll decimate your model for the web while protecting its silhouette, UVs and key detail — and add LODs if useful. Free quote.
Draco/Meshopt geometry, KTX2 textures and clean decimation — without visible quality loss.
Optimized to load fast and render smoothly on phones, not just high-end desktops.
We protect silhouettes, UVs and materials so the model still looks like your model.
Not when done carefully. Most high-poly models contain far more detail than the screen can show; selective decimation removes the excess while keeping the shape intact.
Real-time engines render triangles. A 'polygon' (often a quad) is two triangles, so triangle count is the number that actually matters for performance.