PlayCanvas v2.11.0 Engine Released

PlayCanvas v2.11.0 Engine Released

PlayCanvas v2.11.0 Engine Released

Michael Rubloff

Michael Rubloff

Sep 3, 2025

Email
Copy Link
Twitter
Linkedin
Reddit
Whatsapp
PlayCanvas
PlayCanvas

The PlayCanvas engine has become one of the most important testbeds for gaussian splatting on the web, and with version 2.11.0 the team has taken another meaningful step forward. This release brings a mix of performance improvements, new capabilities, and workflow refinements that directly benefit anyone experimenting with radiance fields or large-scale splat rendering in the browser.

One of the most notable changes is the addition of support for the SOG v2 format. With radiance field content getting larger and more detailed, compression and streaming become essential. SOG v2 brings smaller files, faster transfers, and better playback performance across devices. For anyone building web-native radiance field experiences, this makes high-fidelity scenes more practical, particularly on mobile networks.

Another important improvement is the introduction of support for indirect draw calls on WebGPU. For developers pushing heavy workloads, it’s a way to shift more responsibility to the GPU, reduce CPU overhead, and make dense gaussian splatting scenes run far more smoothly.

At the rendering level, the engine now leans on a more unified GSplat architecture. The new pipeline cleans up how splats are scheduled, copied, and sorted, while laying the groundwork for GPU-driven LOD systems that can gracefully scale to world-sized point clouds. The benefit isn’t just raw speed; it’s also smoother transitions and a more stable experience for users navigating complex environments.

There are quality of life improvements here as well. The gizmo system has been refined, making it easier for developers to interact with and manipulate objects inside the engine. Image loading has been updated with proper progress tracking, which will make asset-heavy experiences feel more responsive. And under the hood, a range of stability fixes smooth out everything from particle emitters to clustered lighting, ensuring that real-time splat pipelines hold up under stress.

PlayCanvas remains open sourced for the most part and free to use. The full changelog can be found here.

Featured

Recents

Featured

Platforms

GreenValley International Unveils LiGrip O2 SLAM Scanner

A new SLAM scanner for 3DGS is here.

Michael Rubloff

Sep 25, 2025

Platforms

GreenValley International Unveils LiGrip O2 SLAM Scanner

A new SLAM scanner for 3DGS is here.

Michael Rubloff

Sep 25, 2025

Platforms

GreenValley International Unveils LiGrip O2 SLAM Scanner

A new SLAM scanner for 3DGS is here.

Michael Rubloff

Platforms

World Labs Releases Spark v0.1.9

World Labs has released the newest version of their three.js library.

Michael Rubloff

Sep 23, 2025

Platforms

World Labs Releases Spark v0.1.9

World Labs has released the newest version of their three.js library.

Michael Rubloff

Sep 23, 2025

Platforms

World Labs Releases Spark v0.1.9

World Labs has released the newest version of their three.js library.

Michael Rubloff

Interview

Interview with Dr. Shalini De Mello, Director of Research at NVIDIA

I speak to Director of NVIDIA Research, Dr. Shalini De Mello at SIGGRAPH.

Michael Rubloff

Sep 22, 2025

Interview

Interview with Dr. Shalini De Mello, Director of Research at NVIDIA

I speak to Director of NVIDIA Research, Dr. Shalini De Mello at SIGGRAPH.

Michael Rubloff

Sep 22, 2025

Interview

Interview with Dr. Shalini De Mello, Director of Research at NVIDIA

I speak to Director of NVIDIA Research, Dr. Shalini De Mello at SIGGRAPH.

Michael Rubloff

Platforms

NVIDIA's vkSplatting adds .SPZ Support

NVIDIA's vkSplatting playground now accepts Niantic's compression method.

Michael Rubloff

Sep 18, 2025

Platforms

NVIDIA's vkSplatting adds .SPZ Support

NVIDIA's vkSplatting playground now accepts Niantic's compression method.

Michael Rubloff

Sep 18, 2025

Platforms

NVIDIA's vkSplatting adds .SPZ Support

NVIDIA's vkSplatting playground now accepts Niantic's compression method.

Michael Rubloff