@Mecha3Dinosaur
Chunking is a process that would need to occur at the time the splat is authored. There is no RealityKit API to do this automatically. "Chunking" in this context refers to breaking down a splat asset into physically smaller assets. This is useful when your asset has concave spaces, like the interior of a room, because otherwise "going inside" the splat asset causes the asset to fade away.
The splat limit you are referring to is the limit for the number of splats that can be rendered on an individual asset. This is a hard limit imposed by the system, and there is no way around this. However, if you break up an asset with more splats than this limit, you can render them separately as individual assets.
There are two limits the system enforces: a limit on the number of GaussianSplatComponent entities that will be rendered at one time, and a limit on the the number of splats that can be loaded into an individual BufferResource.