Gaussian Splatting options

Relative newcomer to gaussian splatting and as a first step was hoping that someone has done a comparison of the various options currently available.
As I understand there are at least 3 plugin options
1 Xverse (free on github)
2 Luma Ai (free in Marketplace)
3 3D Gaussian Plugin (paid in Marketplace)

Out side of cost for #3 above, what are some of the pros cons of the above options?
Are all 3 capable of creating the same level of quality in engine?

Any feedback appreciated!

1 Like

Hi @eco_bach2, I’ve been testing these plugins and they are all based on the same technique (i.e. Niagara). There are not many differences currently, but you might find this useful: Introduction to Gaussian Splatting in UNREAL Engine | Community tutorial
There’s also another solution on the market called Volinga (https://volinga.ai/), they have a UE plugin as well, but it’s not free (just for testing purposes, with watermark).

Hi there! As someone deeply involved in the development of 3DGS rendering pipelines, I can tell you that the “level of quality” you mentioned depends entirely on the underlying technical architecture.

Currently, the plugins you listed follow very different paths, and they are not all capable of the same quality:

  1. The “Niagara” Trap (Xverse and many free plugins)
    Most free plugins use UE5’s Niagara Particle System. While easy to set up, it has a very low ceiling:

Performance: It struggles once you exceed 100k-500k Gaussians.

Visual Quality: Niagara’s sorting is not designed for 3DGS. You will often see “popping,” severe overdraw, and color distortion (overexposure) because it doesn’t handle the spherical harmonic coefficients correctly within UE’s transparency pass.

  1. The Shader Pipeline vs. Post-Processing (Volinga, etc.)
    Some plugins use native UE Shaders. While faster than Niagara, they face a “Color War.” 3DGS colors often get distorted by UE5’s default post-processing. If you disable post-processing to fix the color, you lose the ability to blend the Gaussians with your standard Mesh/Lighting scene.

  2. The Custom CUDA Solution (MLSLabsRenderer-Lite & Jawset Postshot)
    This is the “Gold Standard” but the hardest to implement. By using a custom CUDA-based rendering pipeline, we bypass Niagara and the standard Shader limitations entirely.

This is why I recommend MLSLabsRenderer-Lite:
We chose the CUDA-native route (similar to high-end commercial tools like Jawset Postshot) to solve the issues you’ll find in other free plugins:

No Cap on Complexity: We can render 7M+ Gaussians at 50 FPS+ (RTX 4070 Ti), whereas Niagara-based free plugins often crawl at 1M.

Color Fidelity: We’ve solved the color distortion issue, ensuring that the “Real World” colors of your .ply files stay consistent even with UE5’s post-processing enabled.

4DGS Ready: Because we control the bottom-level logic, we support Dynamic Volumetric Video (4DGS) with full Sequencer integration—something current Niagara or simple Shader plugins can’t handle efficiently.

Summary:
If you are just experimenting, Luma or Xverse are fine. But if you need industrial-grade stability, high-fidelity colors, and massive scene support, you need a plugin that uses a custom pipeline.

You can get the MLSLabsRenderer-Lite (Custom CUDA route) for free here:

GitHub: GitHub - mlslabs/MLSLabsGaussianSplattingRenderer-UE: A high-performance Unreal Engine 5 (UE5) plugin developed by MaLanShan Audio & Video Laboratory, designed for real-time visualization, management, and scalable rendering of 3D Gaussian Splatting (3DGS) and dynamic Volumetric Video (4DGS).

See the Tutorial Video:https://www.youtube.com/watch?v=htrDPpAaraU

It offers the performance of a paid commercial tool but remains accessible to the community.