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The Quest's Snapdragon GPU, like most mobile GPUs, uses a tiled rendering [1] architecture.

The basic technique for rendering gaussian splats is kryptonite for this architecture, essentially implementing every worse practice for rendering on a mobile GPU:

* Tons of overdraw (overlapping splats)

* Tons of alpha blending

* Millions of splats in the distance generate a lot of tiny triangles resolving to a single pixel

* Long thin splats in the foreground generate triangles that cover multiple tiles

These are all the ingredients you need to bring a mobile GPU to its knees! Any desktop GPU (including most laptops) will be far less sensitive to these issues, even if it's not very powerful. It's a fundamental issue of architecture rather than one of raw FLOPs.

[1] https://en.wikipedia.org/wiki/Tiled_rendering



It _is_ possible to render incredible and gorgeous scenes using gaussian splats on the Quest platform though, as shown by this tech demo from Meta: https://www.youtube.com/clip/UgkxGlXM3v93kLg1D9qjJIKmvIYW-vH...




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