Postshot V1.1 — Jawset Just Put a VR Headset Inside Your Splat Editor

Jawset just shipped Postshot V1.1, and they did something nobody else in the Gaussian splatting space has bothered to do yet: they put a VR headset preview directly inside the reconstruction tool. Not as an export step. Not as a plugin. Native.

Postshot V1.1 hero showcase splat capture
Postshot V1.1 — radiance fields, refined. Source: Radiance Fields

The Story

If you’ve been splatting on Windows over the last 18 months, you’ve almost certainly opened Postshot. Jawset’s quiet little German radiance-field app has been the dark-horse favorite of the 3DGS community — fast, local, no cloud, no nonsense. PostShot’s whole pitch has always been “your content stays on your machine,” and that has aged extremely well in a market increasingly dominated by SaaS pipelines.

V1.1 dropped on May 13, 2026, and it’s the biggest single update since the v1.0 release. Four headline features, every one of them aimed at working artists rather than researchers:

  • Native VR/XR preview — connect a headset, hit preview, walk through your splat. No exports, no roundtrip through Unreal, no .splat→.spz conversion dance.
  • Photometric compensation — formally addresses auto-exposure drift, white balance shift, and lens vignetting across captures. The single biggest source of “floaters” in real-world drone and handheld captures.
  • Rebuilt selection toolkit — lasso and rectangle tools with Add / Subtract / Intersect modes. Escape now aborts only the current drag instead of nuking your whole selection (anyone who has lost a 20-minute selection knows why this matters).
  • Format expansion — SPZ sequences, Pix4D OPF, RealityScan 2.1 imports, COLMAP database improvements, and an Unreal Engine 5.7 plugin.
Postshot photometric compensation comparison
Photometric compensation in action — the single biggest fix for “real-world capture” floaters. Source: Radiance Fields

Why You Should Care

The VR preview is the headline, and rightly so. Anyone who’s tried to validate a splat capture knows the pain: you train for two hours, export, drop it into a viewer, realize there’s a black hole behind the sofa, go back, recapture, train again. With native XR view, that loop collapses from hours to seconds. You walk around the splat as it exists, mid-edit, and you spot the missing coverage the same way you’d spot a hole in a real room — by being in it.

But the real sleeper hit is photometric compensation. If you’ve ever flown a drone around a building at golden hour, you know exactly what this fixes. Auto-exposure shifts every frame, white balance jumps when clouds pass, vignetting darkens the corners — and your Gaussian splat training tries to “explain” all of that by inventing geometry that doesn’t exist. Floaters. Ghosts. Phantom walls. Postshot V1.1 finally treats this as a first-class problem instead of asking you to manually nuke artifacts at the cleanup stage.

Postshot V1.1 lasso and rectangle selection toolkit
Lasso + rectangle selection with Add / Subtract / Intersect. The cleanup tool 3DGS editors should have had on day one. Source: Radiance Fields

The selection toolkit rebuild is the third leg. Anyone editing splats at scale lives in selection mode — isolating an object, deleting a wall, separating a hero asset from a background. Until now, Postshot’s selection was functional but blunt. Add/Subtract/Intersect Boolean modes are what you expect out of Photoshop or Maya, and they finally landed here.

Try It / Follow Them

Postshot V1.1 release walkthrough video thumbnail
Jawset’s official V1.1 walkthrough — recommended watch. Source: YouTube

IK3D Lab Take

The splatting space spent 2024 and most of 2025 obsessed with training speed — how fast can you turn 200 photos into a usable scene? That race is basically over. Every serious tool now trains in minutes. What’s left to compete on is the post-capture experience: how fast can you go from a noisy raw splat to a clean, deployable asset?

Postshot V1.1 is a clean signal that Jawset has read the room. VR preview, photometric compensation, and proper selection tools aren’t sexy demo-day features — they’re the unglamorous stuff that decides whether you actually finish the project or rage-quit at 11pm. This is the kind of release that consolidates a tool’s position not by adding magic, but by removing pain.

The Windows-only constraint and NVIDIA-only requirement still sting in 2026, especially with Apple Silicon machines now handling production splat workloads. But for the (very large) cohort of artists already on RTX hardware, Postshot just became the most complete local-first splatting workstation on the planet. Highly recommended hands-on this weekend.

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