The Future of GS in BBL

Sound great, cedric.
Atm we are confronted to get better visual quality from the splats using a consistent workflow from creating to presenting. ( I think I already flagged that, and I got some replies in a different thread).( GS color/detail differences in different viewers - #5 by Cedric )

If there would be options regarding the compression (even the .ply files look kind of lossy) and the splat formats in re of filesize and perfomance.
We were working with .spz which gave good filesizes and decent visuals when using high amount of splats (which counters the filesize and FPS of course).
SOG would be great as it seems the best option atm quality-size-performance.

In fact we discovered that visual quality issue, while we are now versioning (desktop/mobile) and using higres/lowres/very lowres versions of the GS data.

The compression/quantization seems to show up pretty heavily in a low amount splat, which doesnt seem to be a big issue with a lot of data (which of course is controversial to the data/filesizes).

Which plans do you have?
We are serioulsy considering other alternatives for that particular project (which is a pitty as we have put in quite a lot of time into BBL and this as a core demand would be a main decider).

In fact, we are using more than just GS features in the project, so we put in work in developing all of the other features. (custom shader et.al), so we would really want to stick to BBL.

Is there a particular GS roadmap, etas etc. I could plan onto?

We are basically starting production right now and have a 2 months production phase, for the delivery in December.

If there is a promising outlook onto the improvements for the GS, we could just keep going with the project and swap then the GSs with the improved/different formats (e.g.).

Best. Werner