/ Public product roadmap

Built for
what comes next.

WallGS is growing from a capable Gaussian splat renderer into a platform for larger, faster, and more dynamic captured worlds in Unreal Engine.

Last updatedJuly 2026
Planning styleDirection, not dates
See what is planned
Product development path 01 — 03
01 Available now
Foundation

A native Unreal workflow, already in place.

The core of WallGS is available today across desktop, PC VR, Android, and standalone OpenXR headsets.

01.1Available

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 5.3–5.8
01.2Available

Performance across screens

Spatial 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 Quest
01.3Available

Scans that can interact

Generate usable collision meshes from splat data, focus the result with collision volumes, and turn captured spaces into playable environments.

Collision generation / Physics-ready scenes
02 Planned
Next milestones

Scale further. Move faster. Add time.

These are the next major capabilities planned for WallGS. They are presented by product priority rather than promised release date.

02.1Planned

Increased performance on Meta Quest standalone

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 headroom
02.2Planned

SSOG-inspired stream-based optimization

A stream-based asset path intended to make large Gaussian splat captures practical to package and access on mobile platforms.

Goal / Larger mobile assets
02.3Planned

4DGS support

Extend WallGS beyond static captures with support for time-varying Gaussian splat sequences and dynamic captured scenes.

Goal / Gaussian splats through time
03 Direction
The longer view

A renderer for captured worlds, not just captured objects.

The roadmap converges on three outcomes: larger scenes, more capable mobile delivery, and dynamic splats that remain native to Unreal workflows.

ScaleLarger captures on constrained hardware.
MotionFrom static scenes to time-varying captures.
WorkflowFrom import to interaction, inside Unreal Engine.
/ A living roadmap

Clear direction.
Room to learn.

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.