It would be extremely useful to have the option to request GLB versions of avatars with compressed textures, using GPU-friendly formats such as Basis Universal (e.g., .basis
or .ktx2
with ETC1S/UASTC).
Modern mobile games often require rendering many players simultaneously in the same scene. When avatars use standard uncompressed or GPU-suboptimal texture formats like PNG or JPEG, VRAM consumption becomes excessive — especially on mobile devices where memory and bandwidth are limited.
Supporting compressed textures would significantly reduce Vram memory usage, improve loading times, and enhance runtime performance across a wide range of platforms. This would make it much easier to integrate Ready Player Me avatars into real-time multiplayer environments, particularly on mobile.
A practical implementation could involve maintaining an alternate version of the asset pipeline where avatar textures are pre-processed into compressed formats (e.g., KTX2), and exposing a new API endpoint to fetch those optimized GLB files.
This feature could benefit many developers working with WebGL, Unity, Unreal Engine, three.js and other engines that support GPU texture compression, and would help bring RPM avatars to a broader audience in performance-critical applications.
I ran some tests, and on average, there can be a 3x to 4x reduction in video memory consumption and a 1.5x to 2x faster model loading time (in three.js) for each ReadyPlayerMe model—without any visible loss in asset quality.
Thanks for considering this request