Make a GLB smaller
Most oversized GLB files are oversized for two reasons: the mesh carries more detail than anyone will ever see, and the textures are larger than the screen can show. Polynite handles both, and tells you what each one cost you.
Geometry
Vertex attributes are quantized and the index buffer is reordered for the vertex cache, which is where the first easy megabytes usually come from. On export the geometry is compressed with Meshopt, so the result still loads in any glTF based engine, which is what a GLB is underneath.
Textures
An 8K base colour map on a prop that occupies two hundred pixels on screen is the most common single cause of a heavy file. Polynite shows the resolution of every image in the file next to its weight, and can resample them. Texture size dominates almost every real GLB, so this is normally where the file actually shrinks.
Level of detail
Rather than one fixed simplification, Polynite can build several quality steps from the same source and keep them in the file. The viewer then draws whichever step matches the distance, so a model can be both light on screen and detailed when the camera comes close. See reducing polygons for how the simplification works.
What you see before you export
The before and after sit side by side: file size, triangle count, texture budget. You can also split the view down the middle and compare the original with the optimized version in the same frame, which is the only honest way to decide whether a saving is worth the visual cost.
Nothing is uploaded
The whole pass runs in the page. The file never leaves your machine, so there is no queue, no size limit imposed by a server, and no copy of your asset sitting in someone else's storage.