Fairly simple one this. Grid wide, where we have objects that are textured with ONLY PBR textures, replace the blinn phong "default" plywood texture, with the "Base Colour" from the PBR material. This will have the effect of instantly "texturing" a VAST amount of objects that otherwise look like bare plywood on mobile, or just a blank texture on older clients. Now, in fairness.... I understand it's likely not feasible to retrospectively apply this to every item created since PBR was a thing - However.. It would be feasible to make the default blinn phong texture change to the base colour texture from the PBR, where not other blinn phong texture is selected . In other words, when a PBR is applied, "if blinn phong texture = default, change it to pbr base colour map." The same thing can be done with the normal map as well. Huge improvement, super easy. Just pull the UUID of the base colour material from the PBR and apply it as the blinn phong. The server has to call it anyway to build the PBR right? So, have it use that UUID string in 2 places not one and it's GG, EZ. This would mean people building stuffs with PBR would automatically be texturing their objects for mobile / older / web clients, but would retain the option to specify a different texture if they chose to . LindenLab has stated that PBR is the future (I agree, I love it) and blinn phong is going to be phased out, but I also know the lab has plans to use mobile as a big onboarding tool, and unless you plan to offer cloud compute to every mobile device, for free , forever , then those mobile devices will never be able to handle PBR. So some kind of accommodation needs to be made, or the retention of new users will be pants because vast parts of their world will look like untextured plywood. At that point we'll really have to work hard to remind ourselves why their experience is an improvement over a good text-only client.