Magnopus engineer admits his 'unlimited' Gaussian splat renderer had a hidden 16-million-splat cap

Gaussian Splats part 3: There's always a bigger scene

Magnopus engineer admits his 'unlimited' Gaussian splat renderer had a hidden 16-million-splat cap

After claiming his Unreal renderer could handle unlimited Gaussian splats, the author discovered a hard 16-million-instance limit baked into Unreal's GPU Scene. He rebuilt the pipeline around indirect instanced draws, freeing the ceiling and enabling per-splat GPU culling. Then memory became the next wall: real photogrammetry captures exceed VRAM, forcing a switch to PlayCanvas's Streamed SOG format with screen-space-error LOD selection and asynchronous chunk streaming.

Well, as it turns out, I celebrated way too soon when I claimed a capability of rendering unlimited splats.
  1. lambda

    There's an interesting recent Siggraph paper on scaling up Gaussian splatting in a very different way, which offers some interesting benefits; Gaussian point splatting.

    * Video: https://www.youtube.com/watch?v=2AWv_nIfp-U

    * Paper: https://jorisar.nl/gaussian_point_splatting/gaussian_point_s...

    * Repo: https://github.com/JorisAR/gaussian-point-splatting

  2. ajw287

    Gaussian Splats are great, and putting them in Unreal is even better! Do you see splats cropping up in games/sport events? Where next?

    Gaussian splats are surprisingly easy to make: https://superspl.at/scene/82eb1744 (I used a thermal camera - so I could also project the IR onto it too)https://superspl.at/scene/f9672a5e

  3. cavoirom

    The "Kefermarkt Chruch" from Christoph Schindelar: https://www.youtube.com/watch?v=nC6Q2wN-vfM

    With the simple equipements, the result is spectacle.

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2026-10-28