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Tbh most splats data today is not optimally stored. There’s a lot that could be done for streaming, data reduction and segmentation. So I think it’s definitely both possible and easy to reduce that data size in half if not more.

They’ll likely never be smaller than a mesh and texture though, because the data frequency will be higher. A wall can be two triangles and a texture. The same representation as splats will have to be many hundreds of points, roughly at the count of the pixels of the lowest resolvable version of that texture.

So I agree they’re far from optimal for data size. But they greatly reduce the complexity of data capture and representation.




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