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Can you give us some examples of the size difference? That is not our impression; generally speaking their internal data formats are basically equivalent. In fact glTF can get quite a bit more compressed considering it's support for mesh quantization (DRACO) and KTX2 compressed textures that USDZ doesn't have. The main reason we don't support USDZ is because they don't have a clear physical spec of their materials like glTF does, which makes it very hard to get consistent rendering between different code bases. |
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There is a loader for threejs now mrdoob/three.js#14219 that can support USDZ rendering on the web as well (on Chrome Windows or other platforms/browsers). Perhaps this would be something to consider because USDZ files are generally more compressed than GLB files and often have much smaller sizes which helps the initial load & render.
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