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Automatic Creation of Compressed Assets by the High Fidelity Server

In our latest release, we’ve added mesh and texture compression to High Fidelity virtual reality servers. Here are the details:

Compression is a straightforward way to minimize network requirements by shrinking asset sizes. It’s particularly valuable for VR spaces, where we often see elaborate environments with many large assets that extend download times.

As part of this release, each High Fidelity server now provides two forms of compression, an open source solution for converting and compressing asset textures to the KTX format, and an implementation of Google’s open source Draco format for mesh compression.

Together, these two forms of compression significantly reduce the time to render in High Fidelity environments and enable progressive loading, as demonstrated in the video below:

Before and after High Fidelity’s upgraded compression

We chose to implement compression for both textures and meshes because, while it is typical that textures are the most significant part of an asset download by size, mesh objects can sometimes include unneeded complexity that increase their size significantly. Mesh compression mitigates these unanticipated file size issues.

Providing compression from within the High Fidelity server itself gives our users a basic asset pipeline, allowing them to retain control of uncompressed, original versions of an asset offline, while sharing out compressed versions to other users on the High Fidelity network. This makes compression a natural part of the creation and publication process.

Going Forward

High Fidelity differs from other social VR platforms in that it is decentralized, and in this case, this manifests as the ability for our users choose to use or ignore the compression tools available with the server. They also retain the ability to decline to update to subsequent iterations of the technology. As such, we plan to provide clear guidance on the reason and value for any future changes we make. Currently, we anticipate:

  • Further research on the many configurable elements of Draco with an emphasis on a solution that makes a loading VR environment available to users as quickly as possible.
  • Simplification of assets to provide level of detail (LOD) appropriate for to available processing and rendering power
  • Expand to other formats beyond FBX
  • Additional work on the open-source FBX library developed as part of this project

Other Content

You can learn more about our partnership with DigitalOcean Spaces to store your compressed assets here

Add Spatial Audio to Native Apps -- Find Out More

Published by Thomas Schofield October 19, 2017

Which spatial audio solution should you use?

Spatial Audio API

Ideal for Web-based Applications

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Local Spatializer

Ideal for Native Applications

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