Saving Bandwidth and Memory with WebGL and Crunch

2014 
When it comes to optimization, both real-time 3D applications and web pages happen to share a common target: images. Images, whether they take the form of textures or tags, often make up the majority of the visual information on your screen at any given time. The metrics for optimization differ based on the medium, however. 3D apps, such as games, need images that can be loaded quickly, drawn fast, and take up as little memory as possible by taking advantage of hardware-supported texture compression formats. Web pages, on the other hand, are primarily concerned with the bandwidth required to download the images to your device, skewing heavily towards small, lossy formats like JPG. In other words, 3D apps are concerned about the size of the image in video memory and web apps are concerned about the size of the file on the server.
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