Hey everyone, Our team put together a WebGL memory stress test. You can enter the number of textures to load and press the button to load them. It displays the available memory information we have access to for the platform. https://brandxr-discovery.s3.amazonaws.com/WebGL/MemoryStressTestWebGL/index.html Here are my findings... Windows 10 PC Chrome - 1.96GB Edge - 1.95GB Firefox - 1.96GB Android [Galaxy S20+] Chrome Beta - 219MB Chrome - 219MB Ecosia - 219MB Firefox - 1.96GB Samsung Internet - 219MB Opera - 219MB Edge - 1.93GB Android [ Galaxy S9] Chrome - 219mb iOS [iPhone SE 2020] Safari - 426mb Chrome - 426mb Edge - 426mb XRViewer -- 426mb iOS [iPhone 11 Pro Max] Safari - 442mb iOS [iPhone 8] Safari - 210mb iOS [iPhone 6] Safari - Fails to open (out of memory) You can see in my findings that on mobile Android Chrome-based web browsers are unable to increase the size of the memory used by WebGL. For the iPhone SE 2020, that device only has 2GB of RAM to start with, so it's no surprise we can't get to the 2GB limit. Weird that we're only able to get to around 426mb, I wonder how that was determined (maybe we can't go larger than 480mb of allocated memory in the heap?). The iPhone 6 only has 1GB of memory to start with. I'm going to try making a build with 128mb initial memory and see if WebGL runs on that device. [Update: nope!] This build was made with brotli compression, high code stripping, and WebGL 1.0 via Unity 2020.1.4f1. I've read that by default WebGL will increase the size of the heap in 32mb blocks, with 256mb allocated at the start. Anyone got any ideas on things I should try? Can anyone else share the results of the test from their devices?