There are a couple of things you can do to reduce the memory footprint of a model in HOOPS Communicator, which is probably the reason you see this issue, in particular on lower-end graphics cards:
- Use the streaming mode instead of scs loading. This mode will generally leave more data on the server and thereby reduces memory pressure on the client.
- Adjust the streamCutoffScale during startup. Choosing a higher value will mean data only above a certain size will be requested from the server
- Set a memoryLimit on startup. If the viewers memory exceeds this value, it will unload existing geometry before new geometry will be streamed.
- use the onDemand streaming mode to be able to choose which part of the model will be streamed.
- Use SSR (server-side rendering) to render the model completely server-side, in which case the client-side memory footprint will be massively reduced.
- When converting the model, adjust the –tessellation_quality command line option for converter to a low value. This should reduce the models overall triangle count though it depends on the input model if changing this parameter will have any effect.
- Set the –generate_LODs command line option, in which case converter will create multiple detail levels for each brep body in a model. You then have control over which LOD level to load during viewing.
I hope this helps