Splats under Pressure: Exploring Performance-Energy Trade-offs in Real-Time 3D Gaussian Splatting under Constrained GPU Budgets
Organizations: National University of Singapore · Singapore · Telecom Paris
Abstract
We investigate the feasibility of real-time 3D Gaussian Splatting (3DGS) rasterisation on edge clients with varying Gaussian splat counts and GPU computational budgets. Instead of evaluating multiple physical devices, we adopt an emulation-based approach that approximates different GPU capability tiers on a single high-end GPU. By systematically under-clocking the GPU core frequency and applying power caps, we emulate a controlled range of floating-point performance levels that approximate different GPU capability tiers. At each point in this range, we measure frame rate, runtime behaviour, and power consumption across scenes of varying complexity, pipelines, and optimisations, enabling analysis of power-performance relationships such as FPS-power curves, energy per frame, and performance per watt. This method allows us to approximate the performance envelope of a diverse class of GPUs, from embedded and mobile-class devices to high-end consumer-grade systems. Our objective is to explore the practical lower bounds of client-side 3DGS rasterisation and assess its potential for deployment in energy-constrained environments, including standalone headsets and thin clients. Through this analysis, we provide early insights into the performance-energy trade-offs that govern the viability of edge-deployed 3DGS systems.
Figures & tables
| Target GPU | Theoretical FP32 TFLOPs | Estimated Sustained TFLOPs | Nominal Power (W) | Emulated Power (W) | Nominal Core Clock (MHz) | Emulated Core Clock (MHz) | Nominal Memory Bandwidth (GB/s) | Required Memory Clock (MHz) | Emulated Memory Clock (MHz) | Measured TFLOPs after Emulation |
| RTX 4090 | 82.58 | 55.05 | 450 | 450 | 2520 | 2520 | 1008 | 10 501 | 10 501 (exact) | 53.58 |
| RTX 4070 Ti | 40.09 | 26.73 | 285 | 285 | 2610 | 1125 | 504 | 5 250 | 5 001 (–4.7%) | 26.49 |
| RTX 3070 | 20.31 | 13.54 | 220 | 150 | 1725 | 570 | 448 | 4 667 | 5 001 (+7.2%) | 13.49 |
| RTX 3050 | 9.10 | 6.07 | 130 | 150 | 1777 | 255 | 224 | 2 333 | 5 001 (+114%) | 6.12 |
| GPU | Animations? | # Splats | FPS (mean SD) | |
| RTX 4090 | Yes | 3.49 M | 38.9 | 2.7 |
| 2.83 M | 41.2 | 3.2 | ||
| 1.87 M | 45.3 | 3.9 | ||
| 0.62 M | 49.6 | 4.8 | ||
| No | 3.45 M | 44.8 | 2.6 | |
| 2.79 M | 47.9 | 3.8 | ||
3D Gaussian Splatting
3D Gaussian Splatting represents scenes as optimizable 3D Gaussian primitives for fast, photorealistic rendering from new viewpoints.
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