Lower 3D geometry quality in E2E (Playwright) vs normal browser

Hi team,

We are observing reduced 3D geometry quality when loading the same model using E2E testing tools (Playwright - Chromium) compared to a normal browser.

Expected (Normal Browser)

  • Full geometry detail

  • Clean, continuous edges

Actual (E2E / Playwright)

  • Simplified / decimated geometry

  • Dotted or broken edges


:magnifying_glass_tilted_left: Notes

  • WebGL initializes successfully

  • Streaming completes (no pending loads)

  • Issue is not resolution-related, but geometry detail (LOD)

  • Tried:

    • Increasing viewport & deviceScaleFactor

    • GPU flags (--use-gl, --ignore-gpu-blocklist, etc.)

    • Headed mode

No improvement observed.


:red_question_mark: Questions

  1. Does HOOPS adjust LOD based on client/GPU capability?

  2. Can we force maximum geometry quality in such environments?

  3. Any recommended setup for E2E/automation tools to ensure consistent rendering?

Low quality on Playwright (chrome) E2E

Orignial on chrome

Iโ€™m admittedly not all that familiar with Playwright. Perhaps as a starting point, are you able to load the WebGL Aquarium benchmark to confirm that WebGL is functioning properly outside of HOOPS.

Hi,

Thanks for the suggestion.

Yes, we tested the WebGL Aquarium benchmark, and WebGL appears to be functioning correctly in the Playwright (Chromium) environment. The scene renders as expected without initialization issues.

However, in our HOOPS-based application, we still observe reduced geometry detail (simplified edges / decimated mesh) compared to a normal browser.

This makes us suspect that the difference may be related to client capability detection or adaptive LOD behavior, rather than a general WebGL issue.

Please let us know if there are any specific settings in HOOPS to control or override this behavior.

The Web Viewer does have an level of detail setting โ€” but, based on you screenshot, I donโ€™t that is the issue. Your issue looks like the image was generated in a low resolution and then magnified. This would explain why the pixels looks inordinately large.

In your comment, when adjusting the settings with different values, are you seeing notable differences in the final render to confirm that there is an effect?