{"slug": "show-hn-directxsplat-d3d12-gaussian-splat-renderer-up-to-2-4x-gsplat-fps", "title": "Show HN: DirectXSplat – D3D12 Gaussian splat renderer, up to 2.4× gsplat FPS", "summary": "DirectXSplat, a new C++/Direct3D 12 library for rendering 3D Gaussian Splats, achieves up to 2.4× the FPS of gsplat in matched-quality benchmarks on an NVIDIA GeForce RTX 4070 SUPER, according to its developer. The open-source (MIT) library supports multiple scene formats, GPU-accelerated rasterization, and features such as GPU-side culling and compaction, with no CUDA dependency.", "body_md": "Hi all,\n\nOver the past few months, I've been working on and off on DirectXSplat, a C++/Direct3D 12 library for rendering 3D Gaussian Splats. It can load PLY, SPZ, .splat, SOG, and lod-meta.json scenes and render them from a host D3D12 application.\n\nFeatures:\n\n- GPU-accelerated D3D12 rasterization\n\n- Up to 2.4x the FPS of gsplat in matched-quality, resident-scene benchmarks on an NVIDIA GeForce RTX 4070 SUPER\n\n- Native embeddable D3D12 renderer with a host-owned device, queue, command list, fences, and render targets\n\n- Compact packed GPU scene buffers, persistent uploaded scenes, and reusable renderer resources\n\n- No CUDA dependency for DirectXSplat rendering\n\n- Support for trained 3DGS scenes in PLY, SPZ, .splat, and SOG formats, plus lod-meta.json scene manifests\n\n- Whole-scene updates and uploaded scene/chunk mutation\n\n- GPU resource interop for external work that references renderer-owned resources\n\n- Optional approximate splat-depth output\n\n- Convenience APIs including an interactive viewer through Show(...) and offscreen image capture through Draw(...)\n\nSome of the performance work includes an adapted GPU OneSweep radix sort, GPU-side culling and compaction, and indirect dispatch and draw arguments based on the surviving splats. Scene data is stored in compact packed GPU buffers. Uploaded scenes and renderer-owned resources persist and are reused between frames. Large scenes are internally partitioned into chunks and support hierarchy-based visibility, screen-space LOD selection, configurable splat and residency budgets, and residency caching.\n\nThe project is MIT licensed and completely open source.\n\nComments URL: [https://news.ycombinator.com/item?id=49532043](https://news.ycombinator.com/item?id=49532043)\n\nPoints: 1\n\n# Comments: 0", "url": "https://wpnews.pro/news/show-hn-directxsplat-d3d12-gaussian-splat-renderer-up-to-2-4x-gsplat-fps", "canonical_source": "https://github.com/pbkx/DirectXSplat", "published_at": "2026-09-02 05:19:39+00:00", "updated_at": "2026-09-02 05:52:07.879449+00:00", "lang": "en", "topics": ["computer-vision", "ai-research", "ai-tools"], "entities": ["DirectXSplat", "gsplat", "NVIDIA GeForce RTX 4070 SUPER", "Direct3D 12"], "alternates": {"html": "https://wpnews.pro/news/show-hn-directxsplat-d3d12-gaussian-splat-renderer-up-to-2-4x-gsplat-fps", "markdown": "https://wpnews.pro/news/show-hn-directxsplat-d3d12-gaussian-splat-renderer-up-to-2-4x-gsplat-fps.md", "text": "https://wpnews.pro/news/show-hn-directxsplat-d3d12-gaussian-splat-renderer-up-to-2-4x-gsplat-fps.txt", "jsonld": "https://wpnews.pro/news/show-hn-directxsplat-d3d12-gaussian-splat-renderer-up-to-2-4x-gsplat-fps.jsonld"}}