Heavy scans. Standalone headsets. Full-detail Gaussian splatting explored together in VR, powered by Hololight's XR pixel streaming technology.
The TUM-XR student initiative, a student-run organization at the Technical University of Munich, set out to bring real, laser-scanned environments into virtual reality as explorable Gaussian splatting scenes. Working with Hololight's XR pixel streaming technology, the team moved detailed 3D captures off the limits of standalone headset hardware and into shared VR sessions, where several people can explore the same space at once.
- Full-detail Gaussian splatting scenes rendered on a workstation and streamed to standalone headsets, with scene size bounded by the workstation rather than the device
- Up to 3 people in one shared session, exploring the same scene together with no crashes or disconnects
- Around 90 FPS at roughly 7 million splats, where interaction felt natural and latency was not noticeable
- A longest uninterrupted run of about 20 minutes with 3 simultaneous users
- Well over 50 test sessions across single-user and shared setups
| Industry | Spatial Computing / Education |
| Organization | TUM-XR Student Initiative |
| Location | Munich, Germany |
| Primary Challenge | Detailed Gaussian splatting scenes too heavy to render on standalone VR headsets |
| Solution | Hololight's XR pixel streaming technology |
| Primary Result | Full-detail scenes explored in shared, multi-user VR, streamed from a single workstation |
The Challenge
Gaussian splatting turns real spaces, captured here as 3D scans with Xgrids, into dense, photorealistic scenes made of millions of small 3D elements called splats. That density is what makes the scenes look convincing, and it is also what makes them heavy. A standalone headset has to store and render everything locally, and past a certain scene size it runs out of room to do that smoothly.
"We wanted to bring real spaces into VR, but the models were simply too heavy for the headset. It just wasn't technically possible."
– Joel Christlein, Founder & Head of Projects Department, TUM-XR Student Initiative
For the team, the goal was never a stripped-down preview. They wanted to stand inside the actual captured environment, a real space of roughly 30 by 30 meters, at full detail. The headset alone could not deliver that.
The Solution
Hololight's XR pixel streaming technology moves the rendering work off the headset and onto a workstation. The application runs on the workstation's GPU, and only the finished image stream is sent to the headset wirelessly. The headset no longer needs to hold or process the full scene, so scene size is bounded by the workstation, not the device.
The workflow connects directly to the OpenXR output of standard 3D tools such as Blender. Pressing play sends the scene straight into the headset, with no separate export step.
"Suddenly we were standing in the room we had only seen as a point cloud on the screen."
– Jakub Majewski, Senior Student Associate, TUM-XR Student Initiative
Setup and Testing
The team streamed from a single workstation to Meta Quest headsets over Wi-Fi 6, in both single-user and shared sessions.
| Component | Detail |
|---|---|
| Workstation | RTX 5090 GPU |
| Headsets | 3 × Meta Quest |
| Network | Wi-Fi 6 throughout |
| Session types | Single-user and shared |
| Capture | 3D scans via Xgrids |
| Scene source | OpenXR output of tools such as Blender |
They ran the same larger scene at several optimization levels. That let them compare performance cleanly across scene complexity, rather than across unrelated scenes.
Results & Performance
Across testing, the workflow handled medium-sized Gaussian splatting scenes comfortably. Smaller scenes ran smoothly with no extra optimization. The larger scene, the one shown in the initiative's video, needed some optimization first, and its behavior across detail levels mapped out a clear practical range.
| Scene size (Gaussian splats) | Approx. frame rate | Experience (single and shared) |
|---|---|---|
| Smaller test scenes | Smooth | Worked well with no extra optimization |
| ~7 million (optimized) | ~90 FPS | Best overall; natural interaction, latency not noticeable |
| ~9 million | Reduced, especially shared | Still usable, no longer as smooth |
| ~11 million | ~40 FPS | Navigable, but with clearly reduced smoothness |
| ~16 million | Below 10 FPS | No longer practically usable |
The pattern was consistent: the practical ceiling came from the workstation's rendering capacity and scene complexity, not from the headset. Around 7 to 9 million splats marked the comfortable working range for smooth, shared exploration.
In shared sessions, up to three people explored the same scene at once with no crashes or disconnects, including one uninterrupted run of about 20 minutes with all three users active.
"You forget it's a model. You just discuss inside it like it's real."
– Abhishek Dubasi, Junior Student Associate, TUM-XR Student Initiative
Key Takeaways
- Streaming moves the rendering ceiling off the headset. The device only displays a stream, so scene size is limited by the workstation rather than the headset's onboard hardware.
- Medium Gaussian splatting scenes run smoothly in shared VR. Around 7 to 9 million splats delivered natural interaction and low perceived latency in the initiative's tests.
- Several people can explore one scene together. Up to three simultaneous users shared the same environment reliably across dozens of sessions.
- The practical limit is workstation-side. Very large scenes were bounded by rendering capacity and complexity, which leaves room to grow as workstation hardware scales.
Conclusion
For a student initiative preparing for careers in spatial computing, the value is not only the finished demo but the hands-on workflow behind it: capture a real space, turn it into a Gaussian splatting scene, and step inside it together at full detail. Hololight's XR pixel streaming technology made that possible by treating scene complexity as a workstation question rather than a headset limit. As scans grow larger and more detailed, the same approach leaves room to grow with them.
FAQ
-
What is Gaussian splatting, and why is it hard to view in VR?
Gaussian splatting represents a scene as millions of small, semi-transparent 3D elements rather than traditional polygon meshes. This produces highly realistic captures of real spaces, but the sheer number of elements makes large scenes heavy to render, which pushes standalone VR headsets past their limits.
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How does XR streaming make heavy Gaussian splatting scenes viewable in VR?
The scene is rendered on a workstation rather than on the headset itself. Only the finished image stream is sent to the headset over the network, so the device just displays the result instead of trying to hold and render the whole scene. This is what moves the size limit from the headset to the workstation.
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How many people can share a Gaussian splatting scene at once?
In TUM-XR's testing, up to three people explored the same scene together in a shared VR session, with no crashes or disconnects, including a continuous run of about 20 minutes.
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What hardware did TUM-XR use?
The team streamed from a single workstation with an RTX 5090 GPU to Meta Quest headsets over Wi-Fi 6, testing both single-user and shared sessions. Scenes were captured as 3D scans with Xgrids.
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