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It runs in WebXR (Quest3)! But how to improve/subsample for faster rendering? #18

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nosy-b opened this issue Feb 13, 2024 · 2 comments

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@nosy-b
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nosy-b commented Feb 13, 2024

Congrats for the great work!

I did run some captures in WebXR with my Quest3 and I was surprised it runs! It's smooth but get slow when looking at detailed objects in the scene (main subject).

Is there a way to optimize the splat or add some options in the viewer to make the rendering faster for Mixed reality devices?

  • Subsample the number of splats?
  • Reduce the volume of the scene? (remove parts)
  • Other optimization?

Thanks!

@haxiomic
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haxiomic commented Feb 14, 2024

If you haven't already make sure the following is set

WebGL context with antialias: false and new LumaSplatsThree({ enableThreeShaderIntegration: false})

VR specific performance improvements are important to us and we are exploring this :)

@nosy-b
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nosy-b commented Feb 16, 2024

Yes I setup like that already :)
Only cheap trick I used also is to reduce the camera frustum.

Cool that you work on that, it's actually really nice through Headsets!

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