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Optimization

Optimize glTF and GLB you already have

Zlim is a glTF optimizer: it takes a working but bloated glTF/GLB and applies the full optimization budget — geometry compression, KTX2 textures, mesh and material merging, and scene-graph pruning — to produce a deterministic GLB that is typically 70–80% smaller.

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Why optimize glTF you already have?

Being glTF does not mean being optimized. Raw exports from Blender, Maya, or three.js pipelines routinely ship uncompressed buffers, PNG textures, per-object meshes, and thousands of draw calls. The file loads — it just loads slowly and burns VRAM.

Zlim re-optimizes the asset in place: same look, far smaller footprint, measured per job.

The optimization budget: faces, draw calls, texture MB

Polygon count is one lever of three. Zlim optimizes all three: it quantizes and Draco/meshopt-compresses geometry (faces), merges compatible meshes and atlases materials (draw calls), and transcodes textures to KTX2 with mipmaps (texture MB). Redundant nodes are pruned and duplicate accessors de-duplicated.

bash
zlim optimize scene.gltf -o scene.glb -p balanced
# prints a JSON report of input vs. output: faces, vertices, bytes

FAQ

Does Zlim accept GLB as input, not just glTF?

Yes. Both .gltf (with external buffers/textures) and self-contained .glb are accepted and return an optimized .glb.

Meshopt or Draco?

Zlim can apply either geometry compression scheme. Draco maximizes size reduction; meshopt favors faster decode. The profile chooses sensible defaults.

Is the optimization lossless?

Quantization and decimation are tolerance-bounded and effectively lossless to the eye; node pruning and de-duplication are fully lossless. Every run is deterministic.

Optimize your model now

Start free — 25 optimizations a month. No card required.

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Related
FBX to GLBOBJ to GLBCompress GLBDraco compressionKTX2 texturesReduce poly countOptimize for webOptimize for ARAPI & CLI docs