Streets

Three ways to move through a real city. Camera continuity is available in all three. Street-level detail depends on the capture.

Street splats

A ground-captured square and passage in Ludlow, UK. Start here to see the approach closest to HD, first-person exploration.

Gaussian splatting · custom Walk/Fly controls · 51.7 MB sample · CC BY 4.0

One small scene, not a city. No collision mesh. Phones with low memory may struggle.

Explore street splats

Helsinki mesh

The city's open, textured 2024 reality mesh. Switch between a street corner and an overview to see the limits of aerial capture.

City-scale aerial mesh · custom Walk/Fly controls · streamed from Helsinki · CC BY 4.0

Continuous movement, but blurred and incomplete ground-level surfaces. No wall collision.

Explore Helsinki

Google 3D Tiles

Google's official interactive viewer, starting in Tokyo. This is the quickest way to explore broad city coverage without acquiring a new scan.

City-scale aerial mesh · embedded Google controls · no key needed for the official viewer

Not our navigation engine. A separate custom Walk/Fly mode requires your own restricted Google key.

Explore Google 3D Tiles

Compare the methods, not the FPS

These are different places, captures and renderers, not a controlled benchmark. Each page shows its data source, license and limits. Helsinki and the splat viewer support W/A/S/D or arrows, drag to look, and touch buttons. Google keeps its own controls and attribution.

The splat shows visual fidelity from ground capture. The meshes show broad coverage. None is a complete, game-ready city with reliable collision or unrestricted walking-height detail.