
Mykhailo Moroz has released version 4 of his open source VRChat gaussian splatting system, a Unity importer and Udon driven renderer that adds an import time level of detail pyramid and a per platform splat budget, capping the total live Gaussian count against a per target platform ceiling so that scenes on the order of tens of millions of splats can be walked through in real time inside VRChat.
The importer now runs in two modes. The default LOD mode builds a single combined object alongside a downsampled LOD pyramid, then renders per chunk detail against a scene wide per platform splat budget. The platform ingests both .ply and Niantic's .spz. This is the latest evolution of his work with gaussian splatting in VRChat.
The shipped example world, "Huge City Splat," runs at roughly 85 million splats, which is massive. It's the largest figure concretely demonstrated, and the basis for the project's framing of ~100M scale scenes. The problem of thinning, block division, and LOD generation to fit a large capture into VRChat's budget, is one others in the ecosystem have approached from a different angle. VoxelKei's Spatialograph Maker toolkit, behind the grand prize winning world covered earlier, already performs PLY conversion, thinning, block division, and LOD generation for VRChat, and Moroz's system now folds that class of work into an open source importer and renderer.
The importer builds on aras-p's PLY importer and Niantic's spz, a heavily modified version of lambdalemon's splats, and d4rkpl4y3r's radix/prefix-sum trick. Animated, 4D Gaussian splatting stays on the roadmap. VRChat remains one of the more compelling ways to interact with gaussian splatting content. Despite VRChat not featuring native support yet, it's a great way to experience splats. It is available here.
New to Gaussian Splatting? Start here





