for me it Looks like that my 3D human and my 3D platform don’t get touched by different resolutions and different aspect ratios. For debug purposes i added a font which Shows the actual FPS and a pause symbol designed with Inkscape.
I will show you what i mean(device specifications are on top of the Image):

As you can see the “2D objects” look bigger than on the origin resolution(1920×1080).
I understand that as the viewport is set to the physical Screen resolution:
PerpectiveCamera cam = new PerspectiveCamera(67, Gdx.graphis.getWidth(), Gdx.graphics.getHeight());
while the cam-position is set to:
public static Vector3 camPosition = new Vector3(5f, 9f, 10f);
Now if i look on Nexus 10 – 10inches 2560×1600:

i can see a big differents regarding to the size/scale of the 2D objects (pause-symbol, FPS-font) but not at my 3D objects. Regarding to the huge different in size and resolution they both (human, platform) look as they would act independently of screen size and resolution.
Notice at both pctures i used the same camera-configurations. No changes in angle or position of the camera. Viewport is set to the physical resolution of the sreen.
Can someone explain to me what is going on here?