Mozilla Jul 1, 2017

Optimizing Frame Performance for Mobile Devices

Article Summary

Charles Siebert, Branden Berlin, and Yipeng Song from Oregon State University crashed mobile browsers repeatedly while stress-testing A-Frame VR scenes. What they learned could save your next WebVR project from the same fate.

This Oregon State capstone project systematically benchmarked A-Frame performance on Android devices, testing object models, textures, animations, and lighting across four custom VR environments. The team used Firefox Nightly and WebIDE to track FPS, memory usage, and identify breaking points on the LG Nexus 5X.

Key Takeaways

Critical Insight

Mobile WebVR has hard limits: keep assets under 70 MB, vertices under 1 million, and use power-of-two textures to avoid catastrophic performance drops.

The team discovered one surprising overhead factor that nearly halved their performance metrics, and it had nothing to do with the code itself.

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