interface.DeviceProfile
API > DeviceProfile
Interface: DeviceProfile
Information about current device performance and limitations.
Remarks
This information is normally not available in the browser for security reasons. Hence, we make a best guess estimate based on known device names, GPU model names, a basic benchmark test. Overestimating may crash the browser, so when in doubt we go with a low estimate. Underestimating will produce fewer details and lower resolution/quality than your device can handle. Knowledgeable users may adjust these settings manually, but should be warned to do so with caution.
Properties
detailBias
readonly
detailBias:number
Geometry detail bias.
Remarks
A value of 1.0 is a reasonable default for mid-end devices and acts as a baseline.
Smaller values will produce less geometric details, which may improve rendering performance at the cost of geometric error.
Larger values will produce more geometric details, which in turn requires more powerful GPU to keep performance acceptable.
The formula is essentially this:
acceptable_geometric_error = geometry_max_error / detailBias
Source
@novorender/core3d/device.ts:36
features
readonly
features:DeviceFeatures
What features should be enabled or disabled on this device.
Source
@novorender/core3d/device.ts:15
framerateTarget
readonly
framerateTarget:number
Target framerate to aim for on this device.
Remarks
Most devices can display up to 60 FPS, which is perceived as nice and fluid. However, lower frame rates enables more detail and fidelity. 30 or even 20 frames per second may be acceptable on weak devices. Note that this value is merely a hint for automatic adjustments and does not guarantee the effective framerate.
Source
@novorender/core3d/device.ts:55
limits
readonly
limits:DeviceLimits
What are the practical resource limitations of this device.
Remarks
The effectively available resources are affected by other resources used by the browser and other apps. Make sure to put these values well below the nominal/theoretical limits to allow for this.
Source
@novorender/core3d/device.ts:22
materialTextureRendering
readonly
materialTextureRendering:"None"
|"Basic"
|"PBR"
How to render material textures.
Remarks
Mobile devices may not have enough memory or performance for physically based rendering (PBR). In these cases, we revert to a faster and more basic rendering technique. The weakest devices will only render the average color of the texture.
Source
@novorender/core3d/device.ts:63
materialTextureResolution
readonly
materialTextureResolution:null
|256
|1024
|512
Resolution to use for material textures.
Remarks
Higher resolutions requires more memory and are more taxing on memory bandwidth/performance. Most mobile devices will not benefit much from higher resolutions as their screens are much smaller than a PC monitor.
Source
@novorender/core3d/device.ts:70
quirks
readonly
quirks:DeviceQuirks
What particular quirks/bugs does this device have.
Source
@novorender/core3d/device.ts:26
renderResolution
readonly
renderResolution:number
Render resolution bias.
Remarks
A value of 1.0 is a reasonable default for mid-end devices and acts as a baseline.
Smaller values will reduce resolution, which may improve rendering performance at the cost of less image fidelity.
Larger values will increase resolution, which in turn requires more powerful GPU to keep performance acceptable.
The formula is essentially this:
effective_resolution = default_resolution * renderResolution
Source
@novorender/core3d/device.ts:46
tier
readonly
tier:GPUTier
General GPU tier for this device.
Remarks
0 is weakest, while higher tiers represent more powerful GPUs. The tier system is a gross simplification of GPU performance estimation and does not allow for device-specific fine tuning. Use as a starting point only.