User Manual: Runtime Behavior¶
This page explains what artists usually observe while navigating a splat scene, and which controls are safest to touch first.
What You Should Expect Visually¶
- First load can take longer while data streams and GPU resources warm up.
- Camera movement should feel stable after load settles.
- Some distant detail popping can happen as streaming updates visible chunks.
- Transparent splat content can shift slightly as sort order updates.
Common Confusion Points¶
- "It looked better in one scene than another": light setup and exposure strongly change perceived splat quality.
- "Parts are missing": often
Render Distanceor max splat budget is too low. - "It stutters only at scene start": this is often startup/streaming work, not a permanent runtime state.
- "Editor view and play mode differ": post-processing and camera setup can differ between scenes.
Which Setting Knobs Are Safe to Tweak First¶
- Preset (
Balanced, then move toward performance or quality) - Max splat count (raise/lower visible density)
- Render distance (trade distant detail for stability)
- Only then advanced streaming/sorting options
Quick references: - Performance presets - Workflow details
When to Use Troubleshooting Docs¶
Use troubleshooting pages when behavior is persistent, not a one-time warmup:
- repeated heavy flicker or mis-ordered transparency
- splats consistently fail to appear
- shader/pipeline errors, or runtime starts with no visible result
Start here: - Recurring issues
Deeper Architecture (Engineers)¶
For internals and stage-level details: - Render pipeline architecture - Architecture overview