09/25/2026
"Unlimited rendering" sounds great in theory, until real-world photogrammetry captures enter the room and push your VRAM to its limits.
In our latest dev blog, Director of Technology Sam Birley shares how we scaled our OKO Unreal Engine plugin past the 16-million instance ceiling. From implementing dynamic streaming LODs to managing real-world memory budgets, you’ll learn what it actually takes to make a Gaussian splat renderer feel "unlimited."
Check out the full breakdown here:
Continuing our Gaussian splatting development series, Director of Technology Sam Birley breaks down how we bypassed GPU Scene instance caps, implemented PlayCanvas Streamed SOG LODs, and managed GPU memory budgets for production-ready photogrammetry… bringing us to a point where the renderer has f...