Gaussian Splatting Update Sep19
2026-09-20-NEW gaussian splatting feature! More immersive viewing with less artifacts and occlusions! Not sure what else to say about it other than it was a lot of work but it's pretty epic. Technically Support has been added to load .ply files from the browser, even with thumbnails. But only really intended for 2.5D splats so idk. If you don't know what gaussian splatting is, you can think of it like 3D pixels but better I guess. It's not particularly important really other than it allows more flexible 3D rendering. For this use case, filling in areas behind objects slightly and better separation of objects especially thin ones. Fine print: -Can be enabled in advanced settings under depth quality dropdown "Splat" -Slower to generate, requires a bit more VRAM, you may want to disable preload on lower end systems -Some content doesn't work great like all-white backgrounds etc.
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-No video support (don't even ask) -Resets most saved image settings to sensible defaults for the format -Might be a little jank in unanticipated ways idk -Lacking export for now -Definitely some dumb overhead in writing out splat files to disk just to be read back in from another program but fixing that will require a bigger rewrite of the whole loading system which will have to come later probably as part of an attempt to get steam frame support but who knows. That was the main goal for the update but here's some stuff that happened along the way: -Better VRAM management -Better generation priority (cancels in progress generations when you change the image before it loads) -Split out wobble speed axes for fun -Attempted to fix/improve controller bindings Added Steam Frame default binding to take advantage of more buttons and stuff (probably better things to do with it like dedicated persp/depth controls or something but can do that later, give me ideas I guess) Fixed some reverse stick previous/next image directions (mainly oculus, oops) Improved deadzones and previous/next/scrolling overlap so accidentally doing things should be a lot less common (oops) Renamed things to be more clear, removed old useless stuff, general improvement etc. Default controller bindings are designed to be basically mirrored since I imagine most people use the app one handed and it's best if you can do everything from a single controller. -(Hopefully) Improved VR grab controls: No longer can change the image while grabbing. Stick movement now controls forward/back left/right movement of the image Stick movement while trigger is held now allows controlling image scale Holding trigger while grabbing still allows more precise rotation -Improved scroll/stick movement stuff -I swear I'm forgetting something Anyway, hopefully it all works and I didn't seriously break something somewhere else again but idk man it all seems fine in my testing. I wanted to get this out daysss ago for the sale going on but polishing it up and getting an entire new rendering method and everything integrated to a system never designed for it is a lot of work.





