Import to runtime
Bring standard PLY and SOG v2 Gaussian splats into the Content Browser, place them in a level, and render them in the editor or at runtime.
PLY + SOG v2 / Unreal Engine 5.3–5.8WallGS is growing from a capable Gaussian splat renderer into a platform for larger, faster, and more dynamic captured worlds in Unreal Engine.
See what is plannedThe core of WallGS is available today across desktop, PC VR, Android, and standalone OpenXR headsets.
Bring standard PLY and SOG v2 Gaussian splats into the Content Browser, place them in a level, and render them in the editor or at runtime.
PLY + SOG v2 / Unreal Engine 5.3–5.8Spatial LOD, shared-eye sorting, VR edge optimization, splat budgets, and platform-specific rendering paths provide a practical base for desktop and XR.
Win64 / PC VR / Android Vulkan / Meta QuestGenerate usable collision meshes from splat data, focus the result with collision volumes, and turn captured spaces into playable environments.
Collision generation / Physics-ready scenesThese are the next major capabilities planned for WallGS. They are presented by product priority rather than promised release date.
Continue reducing the cost of standalone stereo rendering so projects have more room for quality, scene complexity, and steadier frame rates on-device.
Goal / More rendering headroomA stream-based asset path intended to make large Gaussian splat captures practical to package and access on mobile platforms.
Goal / Larger mobile assetsExtend WallGS beyond static captures with support for time-varying Gaussian splat sequences and dynamic captured scenes.
Goal / Gaussian splats through timeThe roadmap converges on three outcomes: larger scenes, more capable mobile delivery, and dynamic splats that remain native to Unreal workflows.
This roadmap communicates intent, not fixed release dates. Priorities may evolve as features move through research, real-device testing, and compatibility work across supported Unreal Engine versions.