We use an USDZ-first workflow that tries to keep meshes using Quads and Ngons as long as possible.
The standard USD(Z) in fact is older than GLTF2. It was Google who decided against a common standard and forces users and developers for years to depend on Chrome and complex WebApps per every single use case.
GLTF2/GLB can only use high poly triangle meshes to achieve smooth surfaces. That's why a conversion of those crippled meshes to OpenUSD becomes bigger.
The best way to achieve smooth, compact but still animatable surfaces is to use SubD patches (supported by iOS18+).
The main difference between glTF and USDZ is IMHO:
glTF is limited to single assets, great for eCommerce.
USDZ can either contain a single asset OR it can contain one or many complex interactive scenes with many assets, even sounds.
There's even a new 3D web platform that natively loads and renders openUSD files in all browsers I know about: cloudzeta
Most of the 40+ KHR_ extensions have not been added to the ISO standard and Google just recently abandoned SceneViewer, their equivalent to Apple's AR Quick Look to force developers and users into relying on WebXR. Update: They abandoned it several years ago by not adding support for any KHR extension. But recently they forbid download from the Playstore mentioning "not supported any longer on this device"
Topic:
Graphics & Games
SubTopic:
RealityKit
Tags: