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Any tips to get higher performance with splats? #358
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Is that a splat (the shoe)? I see polygons, not a single outlier? |
It is a Splat yes, very high fidelity |
Could you share the .splat? 1.3M doesn't seem like an overkill, as @mkkellogg mentions SHD optimizations up to 16M. Most of my scenes are about 1M i.e. 3Mb (.ksplat) runs very smoothly on mobile. |
I am making use of (.splat) which is 44Mb in size Splat file (Available 30 days) |
@seppestaes do you have any ideas? |
Hi @Patrick-van-Halm-360Fabriek, i haven't used PostShot/Reality Capture yet. Converted it locally to .ksplat (@mkkellogg) which does seem to increase performance. Although counterintuitive, I'd try with a less dense pointcloud. On a different note, i'm pretty amazed with the details on the shoe (text etc.). Could you share your input images/video? I'll run it through my pipeline. |
Hello @seppestaes, |
Hey all,
We currently have a few splats but we seem to lose a lot of performance on mobile devices. When on PC's the issue also occurs when zooming in close to the objects. When at a distance we see a very much increase of FPS within THREE.
The splat in question has 1376673 splats. Its very dense and I am assuming the splat sorting algorithm might be the bottleneck.
Is there currently a way to get higher performance? Or is there a way to make the splat less dense whilst keeping the visual fidelity (this is very important to us).
We have trained this using Postshot + Reality Capture's dense pointcloud
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