I am currently using glTF and Blender and I have always had this question regarding not only glTF but FBX, DAE and OBJ as well.
I would like to make good quality 3D models but at the same time lightweight, I remember that at the time of PS2, at the launch of Shadow of the Colossus, it was a big new: huge map, small but clearly visible character, camera that saw it perfectly and giant bosses.
The game was running at about 18 ~ 27 fps (?) But it was still new because it at least ran without visible problems or with a very large and stressful lag.
My final question is: How was this done and how could I do it in Blender, with glTF preferably, how can I adjust the size of the 3D model and the “world” so that it is lightweight and clearly visible? Is this done in Blender or the OpenGL / ES application? Texture streaming? Async loading? Some tips?