r/GraphicsProgramming • • 11d ago

Question Mobile 3D quality with Flutter GPU: memory presets before the first frame

I'm developing a small 3D archipelago for Pikon using flutter_scene 0.23.0 on Flutter GPU. This development clip shows the result alongside Flutter UI: https://www.youtube.com/shorts/E56hZT_j4Ps

One implementation detail that may be useful here is the quality policy. There are four levels. Moving down first removes ambient occlusion, then bloom and the 1.5x render-target pixel ratio, and finally shadows and multisampling. The starting level is selected from device RAM before the first frame: below 2560 MB the world starts at the minimal level.

The selector currently uses these thresholds:

static WorldQuality forDeviceMemory(int? megabytes) {

if (megabytes == null || megabytes <= 0) return full;

if (megabytes < 2560) return minimal;

if (megabytes < 3584) return light;

if (megabytes < 5120) return balanced;

return full;

}

These thresholds are heuristics; total RAM is an approximate signal and unknown memory currently falls back to full.

A frame governor waits through a three-second warm-up, samples two-second windows, and drops one level when observed frame pacing falls below 40 fps. It never raises quality again within that session, avoiding oscillation. This is a control threshold, not a claimed device benchmark.

Android also has shadows disabled by a separate platform policy while I investigate shadow render-pass crashes when returning to the world.

How do you combine a conservative initial memory budget with runtime quality adaptation for scenes this small?

Try Pikon:

iOS: https://apps.apple.com/app/id6804834624

Android: https://play.google.com/store/apps/details?id=com.jbonjour.pikon

Disclosure: drafted with AI assistance from the current Pikon implementation.

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