Major SuperSplat release: follow creators, new home page and search, and enhanced XR
Hi r/GaussianSplatting! We've just shipped a massive SuperSplat update, and this one is mostly about superspl.at itself rather than the editor.
Follow creators
You can now follow creators from their profile, from one of their scenes or from the profile card that pops up when you hover over a name in the comments. Their new splats show up in a Following tab on the home page, and your follower count shows on your profile.
Notifications
There's a notification bell in the top bar for comments, likes and new followers on your splats. The old emails were noisy, so comments are now bundled into one email, and likes and followers go into a daily summary. You can choose what you get in your notification settings.
New home page and search
The home page now has a Spotlight row (walkable worlds, free downloads, best of the week, all-time greats) above Trending, Latest and Following tabs. There's also a dedicated search page with Walkable and Downloadable filters, a time period from the past day to all time, and sorting by views, likes, date or size.
XR
- Two-handed manipulation: squeeze both grips (or make fists with hand tracking) to drag, rotate and scale the whole scene, anywhere from 0.25x to 4x.
- Much faster on Quest: up to 1M splats, fixed foveation and a 72 Hz target. A large streamed scene on a Quest 3 went from 9.7 fps to 30.7 fps, or 40.3 fps with Quality set to Performance.
- AR hides the skybox, so the scene sits in your passthrough view.
- Sessions start facing the same way as the camera.
- Post effects and tone mapping now carry into XR.
- In XR, detail level is picked by distance only, so looking over your shoulder doesn't reveal low-detail splats.
- Apple Vision Pro runs XR on WebGPU in Safari.
Heads-up for Quest users: SuperSplat renders with WebGPU by default, but XR on Quest currently needs WebGL. The first time you tap VR, the viewer offers to reload with WebGL. Press OK, then tap VR again.
Other bits
- Splat counts on every scene page
- A timeline in SuperSplat Studio (press T)
- Uploads that take longer than 20 minutes no longer fail, .spz and XGRIDS LCC2 uploads are supported, and scenes over 40M splats get LODs automatically
- SplatTransform has a new --camera-track option that renders a camera animation from a SuperSplat project to image frames, with depth of field and motion blur (guide)
Everything is open source under MIT: SuperSplat Editor, SuperSplat Viewer, SplatTransform and the PlayCanvas Engine.
Full write-up: blog.playcanvas.com
Join the SuperSplat community today on Discord: discord.com
We'd love feedback, especially from anyone trying the XR mode on a headset. And who should everyone be following? Drop your favorite profile below. 👇
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Mentions
Major SuperSplat release: follow creators, new home page and search, and enhanced XR Hi r/GaussianSplatting! We've just shipped a massive SuperSplat update, and this one is mostly about superspl.at itself rather than the editor. Follow creators You can now follow creators from their profile, from one of their scenes or from the profile card that pops up when you hover over a name in the comments. Their new splats show up in a Following tab on the home page, and your follower count shows on your profile. Notifications There's a notification bell in the top bar for comments, likes and new followers on your splats. The old emails were noisy, so comments are now bundled into one email, and likes and followers go into a daily summary. You can choose what you get in your notification settings. New home page and search The home page now has a Spotlight row (walkable worlds, free downloads, best of the week, all-time greats) above Trending, Latest and Following tabs. There's also a dedicated search page with Walkable and Downloadable filters, a time period from the past day to all time, and sorting by views, likes, date or size. XR - Two-handed manipulation: squeeze both grips (or make fists with hand tracking) to drag, rotate and scale the whole scene, anywhere from 0.25x to 4x. - Much faster on Quest: up to 1M splats, fixed foveation and a 72 Hz target. A large streamed scene on a Quest 3 went from 9.7 fps to 30.7 fps, or 40.3 fps with Quality set to Performance. - AR hides the skybox, so the scene sits in your passthrough view. - Sessions start facing the same way as the camera. - Post effects and tone mapping now carry into XR. - In XR, detail level is picked by distance only, so looking over your shoulder doesn't reveal low-detail splats. - Apple Vision Pro runs XR on WebGPU in Safari. Heads-up for Quest users: SuperSplat renders with WebGPU by default, but XR on Quest currently needs WebGL. The first time you tap VR, the viewer offers to reload with WebGL. Press OK, then tap VR again. Other bits - Splat counts on every scene page - A timeline in SuperSplat Studio (press T) - Uploads that take longer than 20 minutes no longer fail, .spz and XGRIDS LCC2 uploads are supported, and scenes over 40M splats get LODs automatically - SplatTransform has a new --camera-track option that renders a camera animation from a SuperSplat project to image frames, with depth of field and motion blur (guide) Everything is open source under MIT: SuperSplat Editor, SuperSplat Viewer, SplatTransform and the PlayCanvas Engine. Full write-up: blog.playcanvas.com Join the SuperSplat community today on Discord: discord.com We'd love feedback, especially from anyone trying the XR mode on a headset. And who should everyone be following? Drop your favorite profile below. 👇
I had no idea SOG was being used this way, so cool! I'm busy working on V3 if there's anything you think we should include. splat-transform#362
SOG v3 spec in progress: 4 bands of SH, decimation alpha compensation, and glTF-style extras Hey everyone, I’m busy putting together the proposal for SOG v3 (PlayCanvas' compressed format for 3D Gaussian Splatting), and I'd like to get community feedback and catch any potential edge cases. The current proposal includes: - Tighter Data Packing: Further reducing file sizes and streaming overhead for web runtime delivery. - Support for up to 4 Bands of SH: Catering to high-fidelity captures requiring richer view-dependent lighting and specular detail. - Support for Alpha > 1: Primarily targeted at post-decimation compensation—allowing fewer splats to accurately represent dense volumes without visual thinning. - Per-Gaussian Custom / Blind Data: Adding support for arbitrary user attributes (semantic segmentation masks, custom IDs, interaction tags, etc.). - meta.json Extras Field: Adopting a glTF-style extras object to allow standard and custom metadata extensions without breaking parser compatibility. Please check the full proposal on GitHub: splat-transform#362 Thanks!