Comments (1)
There's no easy way around that. One part is that Unity native byte arrays are limited to 2GB (that one is not very hard to work around, by using arrays of larger type than byte), but another issue is that most GPUs have a limit of 2GB for a GPU buffer.
All in all, right now the limit of a single splat is about 2GB or like 8 million splats. I don't plan on doing any sort of "clever things" to try to improve the situation.
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Related Issues (20)
- PLY import: support non-standard data ordering (e.g. scaniverse) HOT 8
- Rendering: non-standard projection matrix with non-full viewport does not render correctly HOT 2
- Question of Unity in MacOS HOT 4
- PLY vertex size mismatch,expected 248 but file has 236 HOT 1
- Sort not working on Android devices, Quest 3 and Lenovo A3 HOT 26
- Cannot find GaussianSplat in object hierarchy in Unity on macOS HOT 2
- Display anomaly in Iphone14 HOT 4
- How to edit Gaussian splats HOT 2
- Shader error in 'SplatUtilities': undeclared identifier 'WaveGetLaneCount' HOT 1
- Support for mobile device HOT 1
- How to export Gaussian Splats HOT 1
- PLY {filePath} read error: currently files larger than 2GB are not supported HOT 1
- Platforms: Does not work on Vision Pro Simulator HOT 1
- Rendering order issue HOT 4
- Scene Freezes in Game Mode HOT 1
- Platform: Apple visionOS with Polyspatial / Shader compilation error HOT 2
- No camera control slider HOT 3
- Unable to build the apk for quest 3 properly. HOT 1
- splats camera render HOT 1
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