SuperSplat 3.0 rebuilds its browser editor around WebGPU
PlayCanvas announced SuperSplat Editor 3.0 on September 9, following its September 8 GitHub release. The browser tool for editing Gaussian splat captures now requires WebGPU. In PlayCanvas's test, a scene containing 4.4 million splats used 105 MB of JavaScript heap while idle, down from 1,557 MB in version 2. Release announcement.
Watch PlayCanvas's demonstration of SuperSplat 3.0. Thumbnail: PlayCanvas.
What the memory figure measures
The test used a 990 MB PLY file. Its headline number measures JavaScript heap, which excludes GPU allocations and isn't the browser's total memory footprint. We haven't reproduced the benchmark. PlayCanvas also reports that saving a compressed PLY peaked at 1,759 MB, showing that memory needs still vary substantially by operation. Benchmark details.
That distinction matters if you're deciding whether a large capture will fit on a laptop. A low idle heap figure doesn't tell you how much headroom you need to edit, export, or record it. The relevant measurement is the heaviest operation in your own workflow.
More of the editor runs on the GPU
The 3.0.0 release notes describe GPU-based projection, visibility filtering, and depth sorting. Scene data stays in GPU storage instead of full floating-point copies in JavaScript, and exports process chunks rather than assembling the entire output in memory at once.
Selection tools also change. A new Sphere Brush follows surfaces in three dimensions, and color adjustments can target a selection. For heavy scenes, the default Auto transparency mode can switch to a cheaper rendering method during movement, then restore a sorted image when the view settles. Editor changes.
Check compatibility before moving a project
The release removes the WebGL 2 rendering path. PlayCanvas lists current Chrome and Edge, Safari 26 or later, and Firefox with WebGPU enabled. The previous editor remains on the repository's v2 branch. Version 3 opens older projects, but its new project format requires version 3 or later to reopen. Compatibility and project details.
If you're evaluating the update, open a copy of a representative capture in the editor, make a selection, and export it in the format you actually deliver. Include your least capable work machine in that check. A scene loading successfully is only the first step in finding out whether the editor can handle your project.
