Analisis Performa Aplikasi Markerless Augmented Reality Berbasis Web pada Berbagai Peramban Mobile
Salma Asma Nadia, Dr. Bimo Sunarfri Hantono, S.T., M.Eng. ; Dr. Ahmad Nasikun, S.T., M.Sc.
2025 | Skripsi | TEKNOLOGI INFORMASI
Augmented Reality (AR) adalah teknologi interaktif yang menggabungkan elemen virtual ke dalam dunia nyata secara real-time, dan telah banyak diterapkan di berbagai bidang. AR umumnya dibedakan menjadi dua jenis, yaitu marker-based dan markerless. Pendekatan markerless lebih fleksibel karena mampu mengenali lingkungan tanpa penanda fisik, dengan metode penempatan objek seperti surface-based dan world-locked.
Seiring berkembangnya teknologi web, AR kini dapat dijalankan langsung melalui peramban tanpa instalasi tambahan. Namun, perbedaan konfigurasi teknis antarperamban meskipun menggunakan engine yang sama dapat berpotensi memengaruhi performa dan pengalaman pengguna. Penelitian ini bertujuan untuk menganalisis apakah terdapat perbedaan signifikan dalam performa antarperamban berbasis Blink—Chrome, Edge, Brave, dan Samsung Internet—dalam menjalankan aplikasi Markerless Augmented Reality (MAR) berbasis WebXR.
Aplikasi MAR dikembangkan menggunakan WebXR API dan Three.js. Pengukuran performa dilakukan menggunakan pencatatan nilai frame rate (FPS) dan latensi melalui skrip JavaScript, serta penggunaan CPU dan memori dicatat menggunakan Snapdragon Profiler. Hasil menunjukkan bahwa semua peramban dapat menjalankan aplikasi dengan baik, tetapi terdapat variasi performa. Brave paling efisien dalam memori, Samsung Internet paling stabil secara visual (FPS dan latensi) namun mencatat konsumsi CPU tertinggi, sementara Chrome dan Edge menunjukkan performa relatif seimbang. Uji statistik menunjukkan bahwa perbedaan signifikan hanya terjadi pada penggunaan CPU dan memori, sedangkan FPS dan latensi tidak berbeda secara signifikan. Hal ini membuktikan bahwa meskipun menggunakan engine yang sama, performa antarperamban tetap dapat bervariasi dan berpotensi memengaruhi pengalaman pengguna.
Augmented Reality (AR) is an interactive technology that integrates virtual elements into the real world in real-time, and it has been widely applied in various fields. AR is generally classified into two types: marker-based and markerless. The markerless approach is more flexible because it can recognize the environment without physical markers, using object placement methods such as surface-based and world-locked.
As web technology advances, AR can now be run directly through browsers without additional installations. However, technical configuration differences between browsers, even when using the same engine, may potentially affect performance and user experience. This study aims to analyze whether there are significant performance differences among Blink-based browsers—Chrome, Edge, Brave, and Samsung Internet—when running a Markerless Augmented Reality (MAR) application based on WebXR.
The MAR application was developed using the WebXR API and Three.js. Performance measurement was conducted by recording frame rate (FPS) and latency values through JavaScript scripts, while CPU and memory usage were recorded using Snapdragon Profiler. The results showed that all browsers were able to run the application properly, but performance variations were observed. Brave was the most memory-efficient, Samsung Internet was the most visually stable but had the highest CPU consumption, while Chrome and Edge demonstrated relatively balanced performance. Statistical tests showed that significant differences only occurred in CPU and memory usage, while FPS and latency did not differ significantly. This proves that even when using the same engine, browser performance can still vary and potentially affect the user experience.
Kata Kunci : Augmented Reality, Aplikasi Web, Markerless, Performa, Peramban Mobile