We're building animated and streamed Gaussian splat playback into Scenery, our native Apple AR/spatial authoring platform, and have a few questions about the intended usage of GaussianSplatComponent / GaussianSplatResource.
Dynamic / animated splats (4D)
Is mutating the underlying LowLevelBuffer behind a BufferResource at runtime a supported pattern, or is the component intended for static captures? BufferResource's init is @MainActor and the resource's bufferResource property is let, which suggests static intent. For animated (4D) splats, do we need to wrap a new BufferResource each frame and reassign it, or will in-place writes to the existing buffer be picked up by the renderer? If re-wrapping is required, is there a recommended cadence, and does it trigger a full re-sort/re-upload internally?
LOD streaming / swapping
Related: for streaming splat LOD, is swapping the BufferResource (or its buffers) at runtime supported, and is there a cost model we should design around — e.g. does a swap re-sort and re-upload everything, or can partial updates be done?
Splat-count limit
The BufferResource initializer throws past an internal limit (we're seeing ~200k). Is this limit fixed, memory-derived, or per-device? Is it per-component or per-scene — i.e. can we tile a large capture across multiple GaussianSplatComponents to exceed it? Any guidance on the intended ceiling and whether it's expected to change?
Large captures as immersive environments
We'd like to use a large splat capture as an environment the user walks inside (camera within the splat volume), rather than an object viewed from outside. Is this an intended use case? We're seeing splats appear to fade/break up as the camera gets very close — is that near-plane behavior, an opacity falloff, or the projection breaking down at close range, and can it be controlled? Does ProjectionMode.tangential help for inside-the-volume viewing?
Thank you and appreciate the great updates!