Thank you @Vision Pro Engineer, this is really helpful and clarifies the direction.
I've filed three feedbacks with use-case details:
FB23039893 — camera-traversable volumes + runtime-mutable splat data (animated/4D). This overlaps benyang's thread 831298 on the camera-enters-volume culling; happy to share captures.
FB23039953 — per-component splat-count limit: documenting/raising it, plus sort correctness across multiple components when tiling one capture.
FB23040041 — per-splat shader/modifier hook (reveal/dissolve, spatial clipping, per-splat opacity/color), ideally a geometry-modifier-style stage.
Use cases are cultural-heritage and enterprise environment captures, where walk-through, animated reveals, and large scans are common.
One more on the splat-count limit, if you're able to find out: is the per-component (and any per-scene/total) ceiling the same across all supported devices, or is it lower on older/memory-constrained hardware (e.g. older iPhones vs. M-series iPad vs. Vision Pro)?
For planning our chunking it matters whether we can target a single fixed count or need to adapt per device. A queryable max (even approximate) would let us size chunks at runtime instead of hardcoding for the lowest common denominator. Filed as FB23039953.
Thanks again!
Topic:
Reality Composer Pro
SubTopic:
RealityKit & Reality Composer Pro Q&A