Gaussian Splats rotate incorrectly in VR

Haha sorry, I saw that he said there was another fix that seemed good. Working on this today. Sorry!

GS ratio by CedricGuillemet · Pull Request #15113 · BabylonJS/Babylon.js · GitHub has been merged
I believe you’ve tested it right?

I tested it in browser, let me take a look in headset.

My bad! I didn’t realize this was related to the Gaussian fix. Seems to work fine with the Halo diorama, is it merged with a release so I can try it with a custom model locally?

you can find links to the snapshot PG, sandbox, …

Sorry, I don’t know how to do that :frowning: I’m really new at Babylon and pretty new at developing in general. I checked it out on the sandbox link you sent by adding an XR helper to it. I tried uploading my model to Drive or Dropbox and replacing the target link but didn’t have any luck. I’ll look for a solution. :slight_smile:

EDIT: I searched for “snapshot” and I just found the release page. I’ve tested up to 7.7, I’ll wait until 7.8 comes out then I guess!

You can try new patches using the links provided on the PR: GS ratio by CedricGuillemet · Pull Request #15113 · BabylonJS/Babylon.js · GitHub like this one:

There is also a link for a custom playground that uses the patch. You can use your own model in the playground by following the instructions here:

https://doc.babylonjs.com/toolsAndResources/thePlayground/externalPGAssets

Thanks! Looks great now! How do I apply the patch to a local project?

Next NPM release is Thursday if you are willing to wait

Yea I’ll wait for that, thanks! You rock :smiley:

a new patch version will be released in an hour or so :slight_smile:

Checked it out in VR. I had some pretty severe performance issues until I disabled writing to the depth buffer, FYI:

// Gaussian Splatting
var gs = new BABYLON.GaussianSplattingMesh(“Halo”, null, scene);
await gs.loadFileAsync(assetUrl);
gs.position.y = 1.7;

// Set up the gaussian splatting material
const material = new BABYLON.GaussianSplattingMaterial(gs.name + “_material”, scene);
material.disableDepthWrite = true; // Disable depth writing for gaussian splats
material.alphaMode = BABYLON.Constants.ALPHA_COMBINE; // Enable alpha blending
gs.material = material;

EDIT: Maybe not. VR performance is good until I look in certain directions and then it tanks. Will keep experimenting!

Hi @Elevons
I’ve open a PR that should improve quality in VR scenarios Improve GS quality with XR Camera by CedricGuillemet · Pull Request #15193 · BabylonJS/Babylon.js · GitHub

Please take some time to test it. I didn’t see any issue on my side but I’m more cautious now :slight_smile: