FCV / 3D ENGINE LAB

The same E23. Four visual tests.

We do not change the model to make one engine look better: every panel receives the same E23 mesh, colour and finish. You can therefore see what truly changes in the renderer, lighting and material.

INTERACTIVE COMPARISON

Try every rendering.

Drag to rotate, use the wheel or pinch to zoom. Colour and finish are applied to every test together.

Model
E23
Vertices
4,986
Triangles
9,968
Shared colour
Shared finish
01
Three.jsr179 / FCV CURRENT
REAL RUNTIME
SAME E23 MESH / DRAG + ZOOM

Current configuration

The foundation already used by FCV Lab: WebGL, physical material, neutral lights and soft shadows.

This is the reference: every other test starts from the same vertices and triangles.Official source
02
Studio V2THREE.JS / VISUAL POC
POC PROTOTYPE
SAME E23 MESH / DRAG + ZOOM

Enhanced visual direction

The same engine and E23, with environment lighting, AgX tone mapping and a recalibrated material.

It shows the gain available without an engine migration. It is not yet the production renderer.Official source
03
Babylon.js9.20 / APACHE-2.0
REAL RUNTIME
SAME E23 MESH / DRAG + ZOOM

Full PBR engine

The FCV mesh is converted to Babylon format and displayed with PBRMaterial, ArcRotateCamera and a shadow map.

This is a real browser integration, not a pre-rendered image.Official source
04
PlayCanvas2.21 / MIT
REAL RUNTIME
SAME E23 MESH / DRAG + ZOOM

WebGL / WebGPU runtime

The same mesh is created with PlayCanvas Mesh API and a physical StandardMaterial.

Shape and triangle count remain unchanged here too: the rendering pipeline changes.Official source
HOW TO READ THE RESULT

The engine matters. Geometry and art direction matter more.

01

Renderer

Three.js, Babylon.js and PlayCanvas can all display a smooth interactive PBR mesh in the browser. Switching libraries alone does not redesign E23.

02

Scene and material

Tone mapping, environment light, reflections and shadows strongly affect perceived colour, volume and softness: that is what Studio V2 demonstrates.

03

Geometry

A true leap in shape needs more organic profiles, local controls, smoothing and geometry checks: a Geometry Engine V2, not merely a new renderer.

TRANSPARENCY NOTE

This test is not a performance benchmark.

It does not measure frame rate, memory usage or loading time under laboratory conditions. It is a visual comparison of the same mesh on real web implementations. Settings are intentionally similar, while each engine uses its own material and lighting system.

Three.js
r179 · MIT
Babylon.js
9.20 · Apache-2.0
PlayCanvas
2.21 · MIT
Studio V2
Internal visual POC
GEOMETRY / NEXT

The next useful comparison is geometry.

Manifold is a geometry library, not a renderer. For FCV it may become valuable in a separate test focused on valid solids, cavities, boolean operations and manufacturing export. It is not simulated here so two different problems are not confused.

Official Manifold documentation