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Inconsistent AR Behavior and Texture Quality on iOS #4984
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Hey there! Regarding your first question, this feature isn’t currently available in Thanks for pointing this out, by the way! |
I currently don’t have the ability to test on iOS. Does the |
Ohh wow, that's good news! |
Yeah, I wasn't exactly clear on that. The 'ar-placement' works great. The sofa color is darker on IOS 18.x. look for id: 118210191 As far as I can tell this is the three.js side, so I may open an issue there to figure it out or write a custom exporter myself. |
…ly (#4979) * Added the ability to run and combine multiple animations simultaneously, upgraded to threejs r171, and updated packages to the latest version. * fix build warnings and errors and replace rollup-plugin-polyfill with swc * fix fidelity-tests chrome error * fix chrome install error on fidelity-tests * fix fidelity-tests error on Fix dependencies step * add no-sandbox args to puppeteer.launch * cleanup github workflow * add example for appendAnimation, improve modelviewer.dev styles, improve appendAnimation method, format codes with clang-format style and fix other requested changes in #4979 pull request * Fix all requested changes in #4979 PR, improve the flexibility of appendAnimation function, improve modelviewer.dev styles and revert dependencies version * improve detachAnimation flexibility * update dependencies to latest version * fix #4960 issue * Fix animation skipping when updating with appendAnimation method and improve general performance * Upgrade to three.js r172 and update dependencies and fix peer dependency error when installing in postprocessing * add Cineon, Reinhard, Linear, none tone mapping options and update documention * revert peetDependencies change * fix package-lock error * fix repetitions and pingpong update bug * add time option to appendAnimation function * fix editor "js-beautify" invalid src * update dependencies * improve editor and modelviewer.dev styles, add mobile responsive to editor, improve modelviewer.dev hamburger menu * update dependencies * add ar-usdz-max-texture-size (related #4984 issue)
* Added the ability to run and combine multiple animations simultaneously, upgraded to threejs r171, and updated packages to the latest version. * fix build warnings and errors and replace rollup-plugin-polyfill with swc * fix fidelity-tests chrome error * fix chrome install error on fidelity-tests * fix fidelity-tests error on Fix dependencies step * add no-sandbox args to puppeteer.launch * cleanup github workflow * add example for appendAnimation, improve modelviewer.dev styles, improve appendAnimation method, format codes with clang-format style and fix other requested changes in #4979 pull request * Fix all requested changes in #4979 PR, improve the flexibility of appendAnimation function, improve modelviewer.dev styles and revert dependencies version * improve detachAnimation flexibility * update dependencies to latest version * fix #4960 issue * Fix animation skipping when updating with appendAnimation method and improve general performance * Upgrade to three.js r172 and update dependencies and fix peer dependency error when installing in postprocessing * add Cineon, Reinhard, Linear, none tone mapping options and update documention * revert peetDependencies change * fix package-lock error * fix repetitions and pingpong update bug * add time option to appendAnimation function * fix editor "js-beautify" invalid src * update dependencies * improve editor and modelviewer.dev styles, add mobile responsive to editor, improve modelviewer.dev hamburger menu * update dependencies * add ar-usdz-max-texture-size (related #4984 issue) * try fix deploy error, upgrade to three.js r173 and update all dependencies, fix ar-usdz-docs.json "max-texture-size" attribute defualt value
Problem/Question 1: Texture Resolution Reduction on IOS AR
High-resolution textures (e.g., 4K) are automatically reduced to 1K. This is related to the maxTextureSize parameter in the three.js parseAsync options, which defaults to 1K. I want to keep them at 4k or at least 2k.
Question: Can this parameter (maxTextureSize) be set from the model-viewer side, or would a custom exporter be required to handle higher texture sizes?
Example model:
https://cdn.holostep.io/1/034944a5-3d70-4ee0-b93a-14d85ef66092-model.glb
Custom USDZExporter solution:
Hosted workaround version
My workaround code:
Question 2: Model Rendering Differences Between iOS 17.x and iOS 18.x
The same model appears differently when viewed in AR Quick Look on iOS 17.x vs. iOS 18.x.
Question: Is there any guidance on how to address or debug the rendering differences between these iOS versions?
Example usdz:
https://cdn.holostep.io/1/2k-threejs-exported.usdz
Footages (Same usdz file on different IOS versions):

IOS 17.x:
IOS 18.x:

Model viewer version: 4.0.0
Three.js version: 0.170.0
IOS version:
IOS 17.x
IOS 18.x
AR
WebXR
SceneViewer
QuickLook
Thank you for the help!
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