> For the complete documentation index, see [llms.txt](https://docs.8xr.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.8xr.io/technical-requirements-limits.md).

# Technical requirements/limits

All 3d assets should be in **.glb** file format for now to upload and use in our engine. GLB is actually very powerful thing - you could pack all textures and animation in it.

For Blender .glb export a look in the official documentation can help a lot, especially for some details like Materials/AO and Multi-Animation Export 😉 <https://docs.blender.org/manual/en/latest/addons/import\\_export/scene\\_gltf2.html>

Because our engine "web-browser native" (means that all modern browsers should support and open our experiences) we have limitations on available memory and therefore on the 3d scene.&#x20;

At the moment (WebGL 2.0 active renderer) the rule of thumb are&#x20;

* 100.000 vertices &#x20;
* 2 texture atlases (8k + 4k),&#x20;
* 1 video file &#x20;
* 3 audio files&#x20;

should work fine on all available devices. Including most mobile devices. In nearest future we want to do some research and more clear devices limitation as device/limits grid so Artist could be more confident on which device experience would be available without any unexpected crashes.

Platform should start without any surprises on:&#x20;

* Oculus Quest VR Headset (because founders personally have it)&#x20;
* in nearest future Valve Index should be added too.&#x20;

There are no big issues to adapt platform for specific VR headset device if it support WebXR standard it is more question of initial configuration setup for each device - to do it properly we need to physically test it for a few days so I believe more devices coming this year.
