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3DGS File Inspector — Analyze Any Gaussian Splatting File

Drop a Gaussian Splatting file to instantly see Gaussian count, spherical harmonics degree, memory footprint, and compression potential. No upload — everything runs in your browser.

Last updated Mar 2026

Drop a 3DGS file here or browse

Supports .ply, .splat, .ksplat, .spz

What You Should Know

What Does the Inspector Analyze?

The inspector reads only the file header (first 8 KB) to extract metadata without loading the entire file into memory. For PLY files, it parses the ASCII header to determine vertex count, property names, data types, encoding format, and spherical harmonics degree. For SPLAT files (32 bytes per Gaussian, fixed layout), the Gaussian count is calculated exactly from file size. For KSplat and SPZ files, counts are estimated from file size using format-specific bytes-per-Gaussian ratios. The tool also estimates GPU memory requirements and compression potential for each format.

Supported Formats and What Each Reveals

PLY (3DGS): Exact Gaussian count, SH degree (0–3), per-Gaussian byte size, all property names, encoding type (binary/ASCII), header size, and whether the file is a 3DGS PLY or a standard mesh PLY. SPLAT: Exact Gaussian count (file size ÷ 32), confirmation of SH degree 0 (SPLAT stores base color only). KSplat: Estimated Gaussian count (PlayCanvas SuperSplat format, ~28 bytes per Gaussian). SPZ: Estimated Gaussian count (Niantic compressed format, ~24 bytes per Gaussian), gzip magic byte detection.

Understanding Spherical Harmonics Degree

Spherical harmonics (SH) control how a Gaussian's color changes depending on the viewing angle. SH degree 0 means flat color — the Gaussian looks the same from every direction. Degree 1 adds basic directional variation (12 total coefficients per Gaussian). Degree 2 provides good view-dependent lighting (27 coefficients). Degree 3 is full quality with 48 coefficients, capturing specular highlights and complex reflections. Higher SH degree means larger file size but more realistic rendering. The inspector detects the SH degree by counting f_dc_* and f_rest_* properties in PLY headers.

GPU Memory and Compression Estimates

The GPU memory estimate calculates how much VRAM the file will consume when loaded for rendering: positions (12 bytes) + colors (4 bytes) + SH data (coefficients × 4 bytes) + covariance matrices (24 bytes) per Gaussian. This helps you determine whether a scene will fit on your target hardware. The compression estimate compares the current file size against a typical SPZ representation (~24 bytes per Gaussian) to show how much smaller the file could be if converted to SPZ format.

Frequently Asked Questions
No. The inspector runs entirely in your browser using JavaScript. Your file never leaves your device. Only the first 8 KB of the file header is read into memory for analysis — the full file is not loaded.
The inspector distinguishes 3DGS PLY files from standard mesh PLY files by checking for Gaussian-specific properties: spherical harmonics coefficients (f_dc_*, f_rest_*), rotation quaternions (rot_*), scales (scale_*), and opacity. If these properties are missing, the file is a triangulated mesh PLY, not a Gaussian Splatting file.
SPZ files are gzip-compressed, so the actual Gaussian count is stored inside the compressed data stream. Reading it would require decompressing the entire file. Instead, the inspector divides the file size by the typical compressed bytes per Gaussian (~24 for SPZ, ~28 for KSplat) to give a close estimate. For PLY and SPLAT files, the count is exact.
Compression potential shows how much smaller your file could become if converted to SPZ format. For example, a PLY file with SH degree 3 at ~236 bytes per Gaussian can be compressed to ~24 bytes per Gaussian in SPZ — roughly a 90% reduction. Files already in SPZ format show no compression potential since they are already compressed.
Yes. Because the inspector only reads the first 8 KB of the file header, it works with files of any size. The file is not loaded into memory — only a small slice is read for header analysis. This makes the inspector fast even for multi-gigabyte PLY files.
The GPU memory estimate assumes a standard WebGL/Vulkan rendering pipeline: 12 bytes for position (3 × float32), 4 bytes for RGBA color, 24 bytes for 3D covariance matrix (6 × float32), plus 4 bytes per SH coefficient. The actual memory usage depends on the viewer implementation and may be higher if additional buffers or textures are used.

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