Volinga brings 4D Gaussian Splats to Unreal

Volinga converts animated PLY sequences into compact NVOL assets for real-time 4D Gaussian Splat playback in Unreal Engine 5.8.
4D Gaussian Splat scene rendered with Volinga in Unreal Engine
Volinga’s new workflow converts animated PLY sequences into a single NVOL asset for real-time playback in Unreal Engine.

Social Media: Thousands of animated PLY files enter Volinga Suite. One NVOL asset leaves, considerably easier to misplace.

For those who don’t know the tool: Volinga provides a standalone Suite for processing Gaussian Splat assets and a Plugin that renders them in Unreal Engine.

From static splats to animated captures

Volinga has added support for 4D Gaussian Splatting across Volinga Suite and its Unreal Engine Plugin. The coordinated update introduces a pipeline for importing a time-ordered sequence of PLY files, encoding that sequence as a single NVOL asset and playing the result in Unreal Engine.

In this context, the fourth dimension is time (Recently read a physics book, dimensions are wild.) A conventional 3D Gaussian Splat represents a captured scene at one state. A 4DGS sequence contains successive states of a subject or environment, allowing captured motion to be reconstructed and rendered rather than merely viewed from different positions. Pretty much like single frames making a movie.

Volinga is not announcing a new foundational 4DGS training algorithm. Its contribution is a production interface, asset container and playback workflow around animated splat data generated elsewhere. The company announced the update at SIGGRAPH and made the new versions available on July 30 2026. Its supplied release describes an end-to-end process for dynamic scenes and lists further compatibility, memory and Unreal workflow changes. So, not just a demo.

PLY sequences become one NVOL

The source material is a sequence of PLY files exported by a third-party 4DGS solution. Volinga names Gracia and Houdini-based workflows as examples. Each file represents an animation sample, so a useful shot can generate hundreds or thousands of separate files before anyone has even started arguing about the final frame range.

Volinga Suite imports the sequence and converts it into one NVOL asset. Volinga describes the encoding as near-lossless and says it substantially reduces storage requirements while retaining visual and animation data. These are vendor claims, and Volinga has not published a general compression ratio or an objective image-quality threshold that could be applied across arbitrary productions. The practical result will therefore depend on the source sequence, its splat count, duration and temporal complexity.

The single-container approach is nevertheless operationally significant. It removes the need for the Unreal project, asset-management layer and transfer system to treat every sample as an independent PLY file. That should simplify copying, versioning and ingest, although the NVOL remains a Volinga-specific delivery asset rather than an interchange format intended for arbitrary DCC applications.

The workflow does not make PLY obsolete. PLY remains the incoming sequence format and can also be rendered directly by the plugin for static splats. NVOL is the optimised output used to carry the processed scene into Volinga’s real-time environment.

Two people boxing in a dim, industrial-looking setting, gloves up in a guard position near each other as if in a sparring exchange; a bright light flare is behind them to the right.

Playback inside Unreal Engine

The encoded NVOL is imported through Volinga Plugin and placed in an Unreal Engine scene as a Radiance Fields actor. Volinga exposes playback to Unreal Sequencer, enabling artists and technical directors to position dynamic splats on the same production timeline as cameras, conventional animation, lighting and other scene events.

Radiance Fields actor properties are also exposed to Sequencer. This is artist-facing control, rather than merely API-level access: supported properties can be animated and adjusted through the timeline interface. Rendering settings have meanwhile moved to actor properties, reducing the need to hunt through global configuration for controls that logically belong to an individual splat asset.

Volinga states that users can place an unlimited number of 4DGS assets in one scene. That describes the absence of a software-imposed asset-count cap, not infinite practical capacity. Or, you know, just see when the workstation spits out the Graphics card and becomes a open fire. Scene complexity remains bounded by VRAM, system memory, storage throughput, output resolution and the cost of sorting and drawing the active splats. Unlimited menu permission continues to encounter very finite graphics cards.

Two fighters collide in a dim, industrial gym: one defender in blue shielding his face as a red-clad opponent lands a punch to his forearm.

The plugin carries established Volinga functions into dynamic assets, including lighting interaction, Cull Volumes and OpenColorIO colour management. Cull Volumes provide an in-engine mechanism for excluding unwanted regions, while OCIO connects the rendered result to Unreal’s configured working-space and display pipeline.

Lighting interaction should not be confused with complete mesh-equivalent illumination. Volinga’s current documentation describes additive lighting that modifies splat appearance while preserving captured lighting. It also states that splat actors do not cast shadows onto themselves or other Gaussian Splat actors and do not provide physics interaction. Those limits remain relevant when combining a moving captured subject with CG props, contact shadows or physically interactive environments.

More formats at the Unreal end

The Plugin update adds compatibility with SPZ and SOG files alongside PLY and NVOL. SPZ and SOG are alternative methods of storing Gaussian Splat data, so their inclusion broadens the range of upstream tools from which static assets can enter the Unreal pipeline. Compatibility here means the plugin can ingest or render the stated formats, not a guaranteed identical interpretation of optional attributes, colour transforms or spherical-harmonic data from every generator. A round trip through representative source applications remains the more useful test than a logo collection on a compatibility page.

NVOL continues to carry Volinga-specific features and optimisation. SPZ and SOG support is therefore best understood as wider ingestion rather than that all formats are functionally interchangeable.

VRAM, large files and DLSS

Volinga says it has “improved” VRAM efficiency and removed the plugin’s previous 4 GB file-size limit. The latter is relevant to dense or animated captures, where a single packaged asset can grow beyond limits inherited from earlier file-handling paths. The company has not published a new absolute maximum file size.

The release also integrates NVIDIA DLSS. DLSS is a rendering and reconstruction technology applied to the Unreal output; it does not compress the NVOL source or improve the geometric accuracy of the captured splats. Its value lies in rendering at a lower internal resolution and reconstructing the delivered image, where supported, to trade some GPU workload for temporal reconstruction.


https://web.volinga.ai/introducing-4d-gaussian-splat-support/
https://docs.volinga.ai/en/home/volinga-suite/release-notes
https://docs.volinga.ai/en/home/volinga-plugin/release-notes

ProductVolinga Suite and Volinga Plugin
DeveloperVolinga
Release statusReleased
AvailabilityAvailable from July 2026
Principal workflowPLY image sequence to compressed NVOL asset, followed by real-time playback in Unreal Engine
Host compatibilityUnreal Engine 5.8
Operating systemsWindows; Plugin requires a compatible NVIDIA GPU
Suite minimum hardwareIntel tenth-generation Core i7 or AMD Ryzen 5 3000 equivalent, 32 GB RAM, NVIDIA GeForce RTX 3080
Suite recommended hardwareIntel thirteenth-generation Core i7 or newer or AMD Ryzen 7000 or newer, 96 GB RAM, NVIDIA RTX A6000 48 GB
Processing backendNVIDIA GPU
Input formatsPLY sequences; static PLY, SPZ and SOG support in the Plugin
Output formatNVOL
Unreal integrationSequencer controls, actor properties, Sublevel Streaming, Content Browser shortcuts, lighting interaction, Cull Volumes and OCIO
Licence modelsSubscription seats for Plugin Basic; sales-led Pro and Enterprise subscriptions; offline licensing available for Suite
Trial14-day Plugin trial, watermarked and non-commercial
DocumentationSuite release notes and Plugin release notes
DownloadVolinga account portal
WebsiteVolinga
PricingPlugin Basic: €10 per seat per month, billed yearly at €120, or €15 per seat per month billed monthly. Pro and Enterprise pricing is available from sales.