blacked gsplat appears when rotating the main canera
Hey, Everyone, In this video, the green part and some parts of the world is gsplat. Mixture of gsplat and mesh. Gsplat items are with LOD with 5 level. All generated from supersplat, splat-transform, gltf-transform etc. My problem is as you see, these weird behavior like blacking out etc. Have I done something wrong? ==>
Suggested this
- it seems your splat might be pretty small and get culled. try lowering values in https://api.playcanvas.com/engine/classes/GSplatParams.html#minpixelsize and also https://api.playcanvas.com/engine/classes/GSplatParams.html#mincontribution
===> I have made these values to 0.01. both were originally 1. Still having the same problem. Hmmm…
GS_USE_COMPACT_FORMAT = false → doing this helped a little but not entirely. (Still having black parts) I will write a post regarding this on playcanvas forum just to keep the record.
===> currently we still have the same blacking problem.
===> THis is what Claude Fable suggests.
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Summary + exact symptom — solid black on rotation only, fills the instant rotation stops (even with the button held), zoom/translation always clean.
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Scene shape — the specific repro conditions: many small (~20×20 m) octree LOD-streaming placements composed through the unified renderer.
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Full bisection table — every
GSplatParamslever and scene flag you tested, with results, so the engine dev sees the elimination is complete and doesn’t send you back to re-tune knobs. -
The two load-bearing findings, stated plainly: (1)
GSPLATDATA_COMPACTwas the bulk — turning it off removed most of the black (points at a quantized streaming-decode gap); (2) the residual survives both full format and resident load, so it’s past the streaming stage, in the draw/visibility path. -
Five pointed questions for the engine (late frustum-entry draw commit, guard-band/prefetch, the compact-decode gate, per-placement stress at 25 placements, whether it’s fixed in a newer build)

