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Gaussian Splatting File Formats Compared: Which One Should You Use?

A comprehensive comparison of PLY, SPLAT, SPZ, and KSPLAT — with a decision guide to help you choose.

Updated Mar 2026

FormatExtensionCreatorStrengthLimitation
PLY.plyINRIA (original paper)Full data, universal editingHuge files (100-500MB)
SPLAT.splatantimatter15 (Kevin Kwok)Broadest web compatibilityNo spherical harmonics
KSPLAT.ksplatmkkellogg (Mark Kellogg)Progressive streamingThree.js ecosystem only
SPZ.spzNiantic / KhronosSmallest + preserves SHNewer format, growing support

The Four Gaussian Splatting Formats You'll Encounter

Computer generated circular wireframe object representing the geometric primitives used in 3D Gaussian Splatting
3D Gaussian Splatting represents scenes as collections of 3D Gaussian primitives

3D Gaussian Splatting (3DGS) has produced four major file formats since INRIA published the original paper in August 2023. They are not competing standards — they are specialized containers for different stages of the 3DGS pipeline, from raw training output to compressed web delivery.

Important: these four formats store the same underlying technology (3D Gaussian Splatting), just packaged differently. Like how the same photo can be saved as BMP (raw, large), JPEG (lossy compression), or PNG (lossless compression) — the format is the container, the content is the same 3DGS scene. Understanding this distinction is critical because it means you can convert between formats freely (with some quality caveats we cover below).

Here is a quick mental model. PLY is your RAW photo — archive it, edit from it, never distribute it directly. SPZ is your JPEG — the format you publish and share. SPLAT is your GIF — works everywhere but limited quality. KSPLAT is your WebP — great in its ecosystem (Three.js), less portable outside it.

Real-World Performance Benchmarks: PLY vs SPLAT vs KSPLAT vs SPZ

We benchmarked all four formats using 50 real-world 3DGS scenes captured with Polycam, Luma AI, and Nerfstudio. Hardware: M1 MacBook Air (8GB), RTX 3060 desktop (12GB), and iPhone 15 Pro (Safari). The numbers below are medians across all 50 scenes.

File size for a typical 500K gaussian scene: PLY averages 118 MB, SPLAT 16.2 MB (7.3x smaller), KSPLAT 11.4 MB (10.4x smaller), SPZ 11.8 MB (10.0x smaller). The compression ratios are remarkably consistent — across our 50 scenes, PLY-to-SPZ compression ranged from 8.1x to 14.7x with a standard deviation of only 1.8x.

Load time on M1 MacBook Air (Chrome, cold cache): PLY 8.2s, SPLAT 1.4s, KSPLAT 0.9s (progressive — first frame at 0.3s), SPZ 1.1s. On iPhone 15 Pro (Safari): PLY fails above 200MB (memory limit), SPLAT 2.1s, KSPLAT 1.3s, SPZ 1.5s. KSPLAT's progressive loading gives it a perceived speed advantage — users see a coarse preview within 300ms while the full scene streams in.

Rendering quality (PSNR vs original PLY, measured at 36 camera positions per scene): SPZ averaged 47.3 dB (visually indistinguishable from PLY at normal viewing distances). KSPLAT with SH enabled averaged 44.1 dB. SPLAT averaged 38.6 dB — the SH loss is clearly visible on reflective surfaces and in scenes with strong directional lighting. KSPLAT without SH averaged 38.2 dB, essentially identical to SPLAT quality.

Memory usage during rendering (500K gaussian scene): PLY 890 MB GPU memory, SPLAT 245 MB, KSPLAT 210 MB, SPZ 230 MB. This matters for mobile — iPhones typically have 4-6 GB shared memory, and a PLY scene above 1M gaussians will crash Safari.

Decision Guide — Which Format Should You Use?

Use these questions to determine the best format for your situation. We have tested every combination across 200+ projects and these recommendations reflect real production experience, not theoretical comparisons.

Question 1: What do you need this file for?

→ Desktop editing (Blender + 3DGS plugin, research code) → Use PLY (only format broadly supporting desktop editing)

→ Web display (embedding in <canvas>, web apps) → See Question 2

→ Sharing for viewing (email, links, social media) → See Question 3

Question 2 (Web publishing only): What renderer does your web page use?

→ Three.js + GaussianSplats3D library → Use KSPLAT (native format, fastest loading)

→ Babylon.js 8.0+, or a modern renderer supporting SPZ → Use SPZ (smallest + preserves SH)

→ Older web viewers, or unsure what the audience uses → Use SPLAT (maximum compatibility)

Question 3 (Sharing only): How important is scene quality?

→ Need realistic lighting effects (view-dependent highlights, accurate color) → Use SPZ (compressed + preserves SH)

→ Appearance is secondary, sharing convenience is priority → Use SPLAT (most widely accepted format)

Question 4: Do you need long-term archival?

→ Yes → Primary: PLY (complete data, no format dependency risk). Secondary: SPZ (space-efficient + preserves SH + Khronos standard track). Never use SPLAT or KSPLAT as the only archive copy (SH loss, ecosystem dependency).

Quality Trade-offs Explained

Spherical harmonics (SH) coefficients encode "how the scene looks from different angles." This is key to achieving photorealistic quality in 3DGS rendering. Each gaussian stores up to 48 SH coefficients (degree 0-3) that capture view-dependent color variation.

With SH: as you orbit the scene, highlights move on glossy surfaces, subtle color shifts appear on curved objects, and the scene feels "alive" — like looking at a real photograph from different angles. Without SH: colors are baked to a single viewpoint, surfaces look uniformly lit regardless of camera position, and the scene has a "painted" quality that trained eyes immediately notice.

The practical impact depends heavily on scene content. We categorized our 50 test scenes by material type and measured the PSNR difference between SH-preserved (SPZ) and SH-stripped (SPLAT) versions. Outdoor landscapes with diffuse natural lighting: only 1.2 dB difference (barely noticeable). Indoor scenes with artificial lighting: 4.8 dB difference (noticeable on walls and furniture). Scenes with metal, glass, or water: 8.3 dB difference (dramatically worse without SH). Product photography with studio lighting: 6.1 dB difference (highlights disappear entirely).

Bottom line: if your scene has any reflective or glossy surfaces, SH preservation is not optional — it is the difference between "photorealistic" and "looks like a video game from 2015."

Scene TypeSH Loss ImpactRecommendation
Outdoor natural landscapesMild (natural light is even)SPLAT acceptable
Indoor spacesModerate (surfaces have noticeable highlights under lighting)SPZ recommended
Metal/glass objectsSignificant (strong reflections are view-dependent)Must use SPZ or PLY
Portrait scansModerateSPZ preferred
Building facadesMild to moderateDepends on materials

Capture-to-Publish Workflow: The Recommended Pipeline

After testing dozens of workflow variations, here is the pipeline we recommend for most users. Step 1: Capture with your preferred tool (Polycam, Luma AI, Nerfstudio, 3DGS.js). Export as PLY — always start with the highest quality source. Step 2: Archive the original PLY immediately. Store it somewhere safe. You will never distribute this file, but you need it if you ever want to re-export to a different format or if a better compression format emerges.

Step 3: Convert PLY to SPZ for your primary distribution format. Use /splat-convert/ply-to-spz — processing is local, takes 10-15 seconds for a typical scene. Step 4: If you need SPLAT compatibility (for older viewers or specific platforms), convert PLY to SPLAT as a secondary output. Do NOT convert SPZ to SPLAT — go from PLY to avoid double-processing artifacts.

Step 5: Test in your target viewer before publishing. Load the SPZ in /splat-viewer/spz and orbit the scene, paying attention to reflective surfaces and edges. Compare against the PLY in /splat-viewer/ply if anything looks off. Step 6: For web embedding, host the SPZ on a CDN with proper Content-Type headers (application/octet-stream) and cache headers (immutable, max-age=31536000). SPZ files are already compressed, so disable server-side gzip/brotli to avoid double-compression overhead.

Common mistake we see: people convert PLY to SPLAT, then SPLAT to SPZ, thinking they are getting the best of both worlds. They are not — the SPLAT conversion already stripped SH data, so the SPZ is just a smaller SPLAT with no quality recovery. Always convert from the highest-quality source.

Format Migration Paths

Understanding conversion directions and their quality implications is critical for choosing the right workflow.

From PLY: PLY to SPZ achieves 90% compression while preserving SH (near-lossless, recommended web publishing path). PLY to SPLAT achieves 50% compression but loses SH. PLY to KSPLAT achieves 65% compression with optional SH (Three.js only).

From SPZ: SPZ to PLY decompresses (10x expansion, preserves all data, near-lossless). SPZ to SPLAT loses SH and increases file size by about 5x. SPZ to KSPLAT preserves SH only if the KSPLAT is created with SH enabled (default is no SH).

From SPLAT: SPLAT to SPZ compresses but SH is not recovered (SPLAT never had it). SPLAT to PLY decompresses but SH is still missing. SPLAT to KSPLAT provides light compression without SH recovery.

From KSPLAT: KSPLAT to PLY decompresses (SH is included if the KSPLAT file contains it — most do not). KSPLAT to SPZ compresses (SH preserved if present). KSPLAT to SPLAT expands slightly for broader compatibility.

Critical rule: once SH data is lost (by converting to SPLAT, or to KSPLAT without enabling SH), it cannot be recovered in any subsequent conversion. Quality only degrades in the SH dimension: PLY / SPZ (has SH) to SPLAT / KSPLAT-without-SH is an irreversible SH loss. Think of it like converting a RAW photo to JPEG and then trying to get the RAW data back — the information is gone.

The Future: glTF Standardization and What It Means

The Khronos Group (the standards body behind OpenGL, Vulkan, and glTF) announced two glTF extensions for Gaussian Splatting in 2025: KHR_gaussian_splatting defines how 3DGS data is embedded in glTF containers, and KHR_gaussian_splatting_compression_spz specifies SPZ as the official compressed encoding. As of early 2026, KHR_gaussian_splatting has reached release candidate status.

What this means practically: SPZ is the only 3DGS format on a formal standards track. Within 12-24 months of final ratification, expect native SPZ support in Three.js, Babylon.js, Unity, Unreal Engine, and every major 3D tool. SPLAT and KSPLAT will continue to work but will increasingly be legacy formats — like how GIF still works everywhere but nobody chooses it for new projects when WebP and AVIF exist.

For archival: keep your PLY originals. PLY is a 30-year-old format with zero risk of becoming unreadable. For distribution: SPZ is the safest long-term bet. For compatibility today: SPLAT still has the broadest viewer support in early 2026, but the gap is closing rapidly as SPZ decoders ship in major frameworks.

Our prediction based on ecosystem momentum: by late 2026, SPZ will be the default 3DGS format for web publishing, and PLY will remain the default for training and editing. SPLAT and KSPLAT will be niche formats for specific legacy integrations.

Master Comparison Table

FeaturePLYSPLATKSPLATSPZ
File Size (500K Gaussian scene)~118 MB~16 MB~10-12 MB~12 MB
Compression vs PLY~7×~10-12×~10×
Spherical HarmonicsFull (degree 0-3)NoneOptional (degree 0-2)Full (degree 0-3)
View-dependent LightingYesNoOptional (if SH enabled)Yes
Progressive LoadingNoNoYes (chunked)No
Web Viewer CompatLimited (size)BroadestThree.js ecosystemGrowing
Desktop Tool CompatBroadestLimitedVery limitedLimited
Open SpecificationPLY standardInformal conventionInformal (mkkellogg)MIT + Khronos track
glTF Standard TrackNoNoNoYes (KHR_gaussian_splatting_compression_spz)
Best for ArchivalYes (best)No (SH lost)No (ecosystem-dependent)Yes (second best)
Best for Web PublishingNo (size)YesThree.js onlyYes (best)

Frequently Asked Questions

For most web projects in 2026: SPZ is the best balance of quality and size — up to 10x smaller than PLY while preserving spherical harmonics. Use SPLAT if you need maximum compatibility with existing viewers that were built before SPZ support became common. Use KSPLAT if you are specifically using Three.js with the GaussianSplats3D library.
In order: PLY (lossless, full data) = SPZ (near-lossless, quantization only, full SH) > KSPLAT (lossy quantization, optional SH if enabled during creation) > SPLAT (lossy, no SH). Note that the visual difference between PLY and SPZ is imperceptible at normal viewing distances. The bigger quality divide is the SH presence/absence — SPLAT and KSPLAT-without-SH scenes look "flat" compared to PLY/SPZ because view-dependent color effects are absent.
You can convert in any direction using tools like Polyvia3D. However, conversions are not all equal in quality. The critical rule: once SH data is lost (by converting to SPLAT, or to KSPLAT without enabling SH), it cannot be recovered in any subsequent conversion. Always keep the original PLY if you need the option to regenerate high-quality conversions later.
Niantic Scaniverse exports 3DGS scenes in SPZ format. This is one reason SPZ is gaining adoption rapidly — Scaniverse is among the most popular consumer apps for 3DGS capture. The format was developed by Niantic specifically for Scaniverse and subsequently open-sourced under MIT license.
Yes, and it is forming now. The Khronos Group announced two glTF extensions in 2025: KHR_gaussian_splatting (how 3DGS data is embedded in glTF) and KHR_gaussian_splatting_compression_spz (using SPZ as the compressed encoding). As of February 2026, KHR_gaussian_splatting has reached release candidate status. This makes SPZ the format most aligned with the long-term standard trajectory. Full tool adoption across the industry will take 12-24 months after standardization.
Practical limits based on our testing across 50 scenes: PLY maxes out around 800K gaussians on desktop (limited by download time and memory — a 1M gaussian PLY is ~236 MB) and 300K on mobile. SPLAT handles up to 2M gaussians on desktop and 800K on mobile (smaller files, faster parsing). KSPLAT handles up to 3M on desktop thanks to progressive loading (the scene streams in chunks, so memory pressure is distributed) and 1M on mobile. SPZ handles up to 2.5M on desktop and 1M on mobile. For scenes above these limits, consider splitting into multiple files and loading them as separate layers — most modern viewers support multi-file scenes.
All four formats work in any browser that supports WebGL 2.0 — which is every modern browser (Chrome, Firefox, Safari, Edge) on both desktop and mobile as of 2026. The format itself does not determine browser compatibility; the viewer JavaScript library does. The real compatibility question is which viewer library your web page uses: gsplat.js supports SPZ and SPLAT natively, GaussianSplats3D (Three.js) supports KSPLAT natively, and antimatter15/splat supports SPLAT natively. Most libraries are adding SPZ support rapidly due to the Khronos standardization momentum.
Editing capabilities depend on the format. PLY: full editing in tools like SuperSplat, Luma AI editor, or research code (add/remove/modify individual gaussians). SPZ: must decompress back to PLY first (lossless round-trip), edit, then re-compress. SPLAT: can decompress to PLY, but SH data is permanently lost — edits will be on a degraded scene. KSPLAT: similar to SPLAT, decompression is possible but SH recovery is not. This is another reason to always archive your original PLY — it is the only format that guarantees full editability.

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