During our trip to Develop:Brighton, it was great to catch up with our friends at @bigfarmerstudio.bsky.social
Simplygon Studios
@simplygon.com
The Standard in 3D games content optimization. https://simplygon.com/
We'll be at #DevelopBrighton in July 14–16. If you want to learn more about automated 3D content optimization, we’d be happy to meet you! #DevelopConf
Getting good LODs is only half the job, knowing when to switch is just as important. In our latest blog, we show how to control LOD transitions in #UE5 with Simplygon. simplygon.com/posts/dd1091... #GameDev
Forza Horizon 6 sets a new bar for scale and visual richness. Huge congrats to Playground Games on an incredible achievement! Proud that Simplygon helped power the optimization behind the scenes. Now it’s time to hit the road at full speed forza.net/forzahorizon6
Looking to optimize your strategy game? Learn how @simplygon.com can help with triangle reduction, visibility culling for top-down cameras, and keeping meshes together at low poly counts. Details: developer.microsoft.com/en-us/games/... #gamedev
This blog shows how to generate vertex weights from skinning data and drive reduction using bones - no vertex painting required. simplygon.com/posts/f58715... #gamedev
In this blog, we will look at five different tools for automated vegetation asset optimization. We will go in order from those suitable for closer distances to those to be used when the vegetation is further away. simplygon.com/posts/aba6ae... #gamedev
Ever tried baking materials behind glass? This post breaks down alpha‑blended compute shaders for diffuse, roughness, metallic & normals in Simplygon. simplygon.com/posts/bfd8ce... #gamedev #techart
Level up your character LOD pipeline with Simplygon ⚙️ This post covers 3 advanced techniques: 🔨 Quad reduction 🔨 Modular seams 🔨 Simplified shaders via vertex color casting Read more 👇 simplygon.com/posts/2f2ae2... #gamedev
Simplygon's part remover can be used in a reduction pipeline. It allows you to clean up any small disconnected part from your model. Perfect to use in combination with reduction for LOD generation. simplygon.com/posts/7f497e... #gamedev
Introduction to Part Remover tool
In this blog post, we will look at how to use the part remover in Simplygon to remove small disconnected parts from a 3D model. We will also look at how to combine part removal with reduction to get b...
simplygon.com
Need to batch optimize a library of 3D assets? @simplygon.com's Python API lets you process entire folders of models to reduce triangle count while maintaining visual fidelity for real time use. 🌟 Tutorial: developer.microsoft.com/games/articl...
How do you ship a visually rich game at 60 FPS with a small team? Learn how Simplygon was used in Compulsion Games’ masterpiece South of Midnight. simplygon.com/posts/915430... #gamedev #unrealengine
Are you developing a racing game? Then these 5 #gamedev tips on how to improve your vehicle optimization pipeline are for you! simplygon.com/posts/3816de...
In this blog post, we show how to use Simplygon to optimize a #Unity scene with visibility culling. This allows us to remove geometry that is never visible from the player’s point of view, reducing both overdraw and the number of triangles. simplygon.com/posts/bf1c69... #gamedev
Congratulations to our friends at Pearl Abyss on launching #CrimsonDesert! We are honored that our technology helped to optimize the seamless open world of Pywel. Reclaim power. Reach beyond. crimsondesert.pearlabyss.com
Why introduce new materials when remeshing? In this blog, we show how to bake proxy textures back into the original atlas. This allows you to reuse the same material for your distant proxy models. simplygon.com/posts/453ceb... #gamedev
The Part Remover is a great addition to any reduction pipeline. It removes small, disconnected parts that can otherwise interfere with clean reductions. simplygon.com/posts/7f497e... #gamedev
Optimizing thin, perforated structures (bridges, scaffolding, trusses) breaks traditional reduction due to too many holes and poor connectivity. This post shows how Billboard Cloud Outer Shell impostors preserve silhouette and density. ➜ simplygon.com/posts/a2ea9a... #gamedev
Take your #gamedev character LOD pipeline to the next level with Simplygon 💥 In this post we dive into: 🔨 Quad reduction 🔨 Modular seams 🔨 Simplified shaders via vertex color casting simplygon.com/posts/2f2ae2...
Different meshes. Different topology. Same LOD. In this post, we show how to reuse a single proxy model across multiple assets using Simplygon’s Surface Mapper. simplygon.com/posts/10e928... #gamedev
In the latest Simplygon #3dsmax blog, we showcase how to influence geometric quality and UV scaling in a combined quad‑reduction and material‑merging pipeline. This allows your artists to guide the optimization using vertex colors. simplygon.com/posts/ae19d9... #gamedev
If you’ve ever clipped out of bounds in a game, you know it’s not uncommon for the backsides of objects to be missing. This is a common #gamedev optimization technique. Here’s how to do it in #Unity using the Simplygon plugin: youtu.be/GXa_WDMJSw4
Getting started with Visibility culling in Unity
YouTube video by Simplygon
youtu.be
Can you spot the difference of 156k triangles and 62 triangles? In this #gamedev blog we look at how to use Billboard clouds in combination with compute casters. Especially useful if you have custom shaders with alpha clipping. simplygon.com/posts/91f895...
Mobile games often rely on a free-to-play model where monetization comes from microtransactions. 👉Asset creation cost is directly correlated to how profitable the video game is. 👍How to reduce the cost of mobile art optimization simplygon.com/posts/9bdd27... #gamedev
Vegetation optimization is a tricky #gamedev topic. Here is how to tackle it in #unity3d with a combination of triangle reduction and billboard clouds. youtu.be/MNR-fmlLYh4
Vegetation optimization with reduction and billboard clouds in Unity
YouTube video by Simplygon
youtu.be
Why does a 30% triangle reduction look great on one asset… and completely destroy another? Because triangle ratio doesn’t understand introduced error. Use On Screen Size or Max deviation instead 👇 simplygon.com/posts/b83478... #gamedev #techart
🌿 Vegetation is everywhere in modern games — but it’s also one of the hardest things to optimize. Dense foliage, complex alpha cards, hundreds thousands of verts… without the right tools, it quickly becomes a performance bottleneck. developer.microsoft.com/en-us/games/... #gamedev
We will be at #PGCLondon! If you want to discuss how automated 3D content optimization can improve your game development pipeline get in contact. #PGConnects
May your holidays be fully baked, your assets perfectly LODed, and your new year ship at a solid framerate! God Jul from the Simplygon team!