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WallGS Releases Plugin for Rendering 3DGS and 4DGS in UE5 on Fab

WallGS is a Gaussian Splat renderer for Unreal Engine 5.3 to 5.8, with PLY and SOG support, 4DGS, Quest support and collision generation. The higher-tier WallGS Pro adds features such as relighting.

This article was generated by AI and published automatically without prior human review.

Use cases
Games, XR, Production
Sources
2 (en) (2 primary)

Key points

  1. This plugin natively renders 3DGS and 4DGS in UE5 and can load PLY and SOG v2 files.
  2. It supports Windows, PCVR, Android and Meta Quest, and includes load-adjustment features such as spatial LOD and DLSS.
  3. The "color mesh generation" mentioned in the post could not be confirmed in the source material. What could be confirmed is collision mesh generation.
Contents
  1. What happened
  2. How it works
  3. By the numbers
  4. Why it matters
  5. How to try it
  6. Caveats and open questions
  7. Glossary
  8. Sources

What happened

WallGS is a plugin that renders Gaussian Splats (3DGS) in Unreal Engine 5.3 to 5.8. According to the official website, there are two editions, the standard WallGS and the higher-tier WallGS Pro, and both are available on Fab. The developer is listed as Walhar Gohar on the official page.

How it works

WallGS is a dedicated renderer for existing Gaussian Splat assets. It has no function for training or generating splats from photos or video, and the official page states this explicitly.

By the numbers

Supported engineUnreal Engine 5.3 to 5.8
Supported formatsSOG v2, binary little-endian PLY (3DGS / 4DGS sequences)
Supported platformsWindows/PCVR, Android/Meta Quest (Vulkan, OpenXR)
Common to both editions3DGS/4DGS rendering, LOD control, collision generation
Pro onlyRelighting (experimental), Lumen screen-trace reflections, runtime import/advanced viewer, advanced 4DGS controls, culling volumes, stochastic rendering
Import speed (announced value)10.3x faster than NanoGS on average across 5 scenes, with UAsset size 36% smaller
Largest test scene (announced value)A 33M-splat SOG imported in 42 seconds
Viewport video1920×1080, scene with 15 million splats
Win64 limitationRequires Deferred Rendering (Forward Shading not supported)

Why it matters

In real-time production with UE, a practical question is whether scan results can be placed in the same scene as ordinary meshes and characters. WallGS provides depth of field, integration with Lumen reflections, and collision generation. This adds options for testing prototypes of games, virtual production and VR experiences that use real-world scans.

How to try it

  1. Get the free demo for Windows or the Meta Quest APK from the official website, then load your own PLY/SOG files to check how they run.
  2. Check the feature differences between the standard edition and Pro on the Fab page, and choose the edition that has the features you need (relighting, runtime import, etc.).
  3. Switch spatial LOD profiles in UE and check the rendering load with stat wallgs.

Caveats and open questions

  • The X post mentioned a "feature to generate color meshes from 3DGS," but the only thing confirmed in the source material is Static Mesh generation for collision. A feature that generates colored meshes could not be confirmed from the material.
  • According to the official page, the automatically generated collision is an approximation of the visual scan, not a hand-built watertight production mesh.
  • The benchmarks are values announced by the developer. The comparison target is NanoGS, and there is no data for the 33M SOG scene because NanoGS does not support .SOG. Details of the measurement environment are not given in the material.
  • Relighting is described as an experimental feature.
  • Price, last update date and change history could not be confirmed from the material. Fab has only one rating.
  • Deferred Rendering is required on Win64. Performance is said to depend on hardware, resolution and data scale.

Glossary

SOG
A file format that compresses Gaussian Splats to make them easier to carry around. This plugin supports v2.
4DGS
Gaussian Splats that change over time. Motion is expressed by playing back per-frame data.
Lumen
Unreal Engine 5's system for real-time global illumination and reflections.
Spatial LOD
A technique that reduces rendering load by lowering splat density at a distance, for each spatially divided chunk.

Sources

Primary sources (publisher, paper, repository)

The X post that surfaced this story

This article was generated in Japanese by AI from the sources listed (primarily primary sources) and published automatically, without prior human review, after automated checks such as source matching (how we use AI). Figures and specifications are as stated by the publishers and have not been independently verified by us. Please consult the original sources. To report an error, use our contact form; we will review it promptly and correct it. This page is an AI translation of the Japanese original. If anything differs, the Japanese version prevails. Japanese original

From the operator3DGS Universal Viewer(3Dasset.io)(IZUTSUYA Inc.)

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