Thirty million splats.
One build you can run.
Explore a real-time Unreal Engine 5 scene, toggle performance statistics, and visualize WallGS Spatial LOD on your own PC.
WallGS is a high-performance Gaussian Splat Renderer plugin for Unreal Engine 5.
Import large Gaussian splat scenes, render them in the Unreal viewport, and generate usable collision without leaving the editor.
WallGS organizes splats into spatially coherent clusters at import. At runtime it rejects off-screen clusters before sorting, sends only visible splats through exact GPU depth sorting, and uses Spatial LOD to reduce distant work while preserving full density near the camera. A quality-first default profile and temporal sort reuse keep the result stable.
Watch each demo here, then download the build directly for Windows PC or standalone Meta Quest.
More public demos are on the way.Explore a real-time Unreal Engine 5 scene, toggle performance statistics, and visualize WallGS Spatial LOD on your own PC.
Try eight interactive splats that you can pick up, throw, and hit with projectiles in an Unreal VR scene with generated collision and physics.
WallGS supports Unreal Engine’s Android Vulkan mobile renderer, bringing Gaussian splat scenes to supported Android phones and standalone Meta Quest headsets.
A dedicated Vulkan mobile rendering path designed for Android hardware—not a desktop renderer forced onto a headset.
Set an asset-level Android maximum and an optional VR-only spatial cap to balance density, memory and performance for the device you are shipping on.
Mobile Multi-View, stereo-aware visibility and peripheral splat optimization make immersive Android deployment practical.
WallGS works with PC VR, supports Instanced Stereo, and includes VR-specific optimization controls for balancing visual quality and performance.
Fixed foveated rendering reduces resolution around the edges of each eye. WallGS can also reduce the number of splats processed in those areas, lowering both pixel and splat workload while preserving detail at the center.
These comparisons use the scenes listed below. NanoGS time includes the initial import plus Nanite enable time.
Recorded directly from the Unreal viewport at 1920×1080 using the 15 million splat Urban Graffiti Alley Night asset.
WallGS can generate collision from a Gaussian splat asset directly inside Unreal. The goal is simple: scans should not be just beautiful backdrops — they should become usable spaces for blocking, tracing, placement, and interaction.
Create collision from the splat asset without a separate DCC round-trip.
Adjust voxel size, density threshold, opacity threshold, and cleanup passes.
Keep the scan visible as splats while Unreal handles physics queries through generated geometry.
Import .SOG and .PLY Gaussian splat files directly into Unreal Engine. WallGS handles compressed .SOG scenes alongside standard .PLY datasets, so you can use the format that fits each production asset.
Standard interchange path
Compressed Gaussian splat scenes
From desktop and PC VR to Android phones and standalone headsets—one native Unreal workflow for your Gaussian splat scenes.
Get it on FabFollow development, join the WallGS community, or get in touch directly.
Unreal To Gaussian Splat gives you the tools you need to convert Unreal Engine scenes into Gaussian splats—without the manual capture setup.