ADAPTA e il miglioramento degli assets 3D

ADAPTA and improving 3D assets.

Mixed Reality is magical as long as 3D models stay lightweight: they load quickly, run smoothly, and don’t make the headset sweat. As soon as they “fatten up,” though, lag, dropped frames, and crashes appear and kill the experience. In other words: perceived quality doesn’t just depend on how beautiful an asset is, but on how well it’s optimized.

In this article I’ll explain, without unnecessary jargon, the main “building blocks” that make a 3D model heavy (MB, triangles, textures, materials, shaders, animations, physics, lights…). We’ll go through them one by one with practical examples and simple rules to follow when preparing content for headsets like Meta Quest.

Goal: keep the “wow” while reducing the “wow… why is it stuttering?”. Let’s start with the basics.

1) Megabytes (MB)

It’s the file’s “size.” More MB = slower loads.
Depends on: meshes, number/size of textures, format, animations.
Goal: a few MB for simple objects; a few dozen for complex assets.

2) Triangles (tris)

The GPU draws triangles. More tris = more work each frame.
Keep only the detail that’s truly visible; bake the rest into textures.

3) Textures (quality, count, size)

The model’s “wallpaper.”
– Doubling the side (1K→2K) ≈ 4× memory.
– Fewer textures is better: consider one 2K instead of 4×1K.
– In RAM, GPU compression matters (ASTC on Quest).
– Pack channels (R/M/AO) to reduce files.

4) Materials and draw calls

Each material can be an extra call to the GPU.
Merge similar materials and use texture atlases to reduce draw calls.

5) Shaders and transparency

Simple shaders cost less.
Transparency is expensive: use it only when it’s truly needed.

6) Animations, rig, blendshapes

Lots of bones/clips/blendshapes = more weight and computation.
Keep only what’s needed in scene.

7) Colliders and physics

Complex mesh colliders (especially convex) are heavy.
Prefer box/sphere/capsule or highly simplified meshes.

8) Lights, shadows, lightmaps

Real-time lights and shadows are costly.
Lightmaps increase MB but reduce frame time.

9) LOD (Level of Detail)

“Lighter” versions of the model at distance.
Fewer tris in view, same perceived quality.

10) Format and compression

GLB/GLTF are great for XR.
Compress textures with ASTC (Quest) and enable mesh compression.

Adapta makes 3D models lightweight, fast, and ready for Mixed Reality!

As we’ve seen, when creating an immersive experience, everything starts with a good 3D model. But if that model is too heavy, it risks slowing the app, consuming too much memory, and ruining the final experience. That’s where Adapta comes in.

What is Adapta?

Adapta is a platform specialized in 3D model optimization. In short, it takes complex 3D files and makes them lighter while preserving the original visual quality and animations. It’s a technology designed for real-time 3D graphics work such as video games, metaverses, or— as in our case— Mixed Reality experiences.


Why is it useful for MR creators?

Developers for headsets like Meta Quest 3 know how important it is for every 3D model to be perfectly balanced: not too heavy, yet realistic and responsive. Adapta helps achieve exactly this balance.
With just a few clicks, it turns an unwieldy model into an asset ready for interactive environments, where smoothness is everything.

What does it actually do?

  • Reduces model “weight”: fewer polygons, fewer problems.

  • Keeps animations: even after optimization, motion remains smooth.

  • Preserves textures and details: no visual compromises.

  • Creates “smart” versions of the model: useful when you need to adapt quality based on distance or device.

An invisible, yet essential ally

In our Mixed Reality work, we know how crucial optimization is: when everything works well, nobody notices… but that’s precisely where the difference lies between an engaging immersive experience and one that struggles to get going.
Adapta works behind the scenes, but its impact is unmistakable.

The future? It’s made of lightweight, fast, accessible experiences

Thanks to tools like Adapta, creating 3D worlds is becoming more accessible even for small teams and solo creators.
For those—like us at Metagate—who believe Mixed Reality is a new digital language, these technologies provide a solid foundation for building ever smoother and more engaging experiences.

A new partner for Mixed Reality

Starting today, Adapta is Metagate’s official technical partner. A strategic collaboration that lets us integrate their technology directly into our creative pipelines. This way, we can offer even smoother, more optimized experiences on Meta Quest 3, enhancing every visual detail without compromise.
Because behind every good immersive experience there’s always great care for details—even the invisible ones.


Metagate

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By Marco Pizzini

Glossary

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