perf: improve GSplat compute renderer cold-start buffer capacities#8610
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mvaligursky merged 1 commit intomainfrom Apr 17, 2026
Merged
perf: improve GSplat compute renderer cold-start buffer capacities#8610mvaligursky merged 1 commit intomainfrom
mvaligursky merged 1 commit intomainfrom
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- INITIAL_TILE_ENTRY_MULTIPLIER: 1.5 -> 2.5 - ENTRY_HEADROOM_MULTIPLIER: 1.5 -> 2.0 - INITIAL_LARGE_SPLAT_CAPACITY: 4096 -> 16384 - Reorganize constants block and expand comments documenting each knob's trade-off and memory cost.
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Raises initial buffer capacities in the compute GSplat renderer to eliminate missing tiles / dropped large splats in the first few frames after scene load or camera teleport, before GPU readback has converged.
Changes:
INITIAL_TILE_ENTRY_MULTIPLIER: 1.5 → 2.5 — floor on tile-entry capacity, ensures frame-1 buffer is large enough for dense scenes.ENTRY_HEADROOM_MULTIPLIER: 1.5 → 2.0 — cushions steady-state frame-to-frame spikes (camera motion, splats crossing tile boundaries).INITIAL_LARGE_SPLAT_CAPACITY: 4096 → 16384 — avoids dropping large splats on close-up views before the grow-only readback path catches up.Rationale:
The compute GSplat renderer targets desktop platforms, so the small additional memory cost is worthwhile in exchange for eliminating visible cold-start artifacts. Worst-case additional memory is dominated by the tile-entry buffers (
numSplats × multiplier × 8 bytes); for a 10M-splat scene this is on the order of tens of MB and occurs only when needed.No public API change.