I’ve been experimenting with Gaussian Splatting rendering on VR headsets, specifically the Meta Quest 3. I used Postshot to create the Gaussian Splats and then edited and compressed them using the SuperSplat editor. In my recent tests, I’ve noticed a confetti-like visual noise appearing in certain areas of my splats, particularly when moving the headset.
For comparison, I also tested the “Gallery” scene where the noise is visible but to a lesser extent. The “Garage” model, however, renders perfectly without any noticeable artifacts. Does anyone know what causes this issue and how to prevent it?
At first, I thought this was just a result of overloading the Quest 3’s GPU. But you say your scan, which is 0.7M splats shows problems, whereas the garage scene which is 1.7M splats, works fine. So I’m not really sure! Can you publish a build and I’ll check it out on my Quest 2?
I believe this is due to splats utilizing the GPU for long periods. To mitigate this, the engine might need to split draw calls up into smaller chunks.