Different meshes. Different topology. Same LOD.
In this post, we show how to reuse a single proxy model across multiple assets using Simplygonβs Surface Mapper.
simplygon.com/posts/10e928...
#gamedev
Different meshes. Different topology. Same LOD.
In this post, we show how to reuse a single proxy model across multiple assets using Simplygonβs 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 quadβreduction and materialβmerging pipeline.
This allows your artists to guide the optimization using vertex colors.
simplygon.com/posts/ae19d9...
#gamedev
If youβve ever clipped out of bounds in a game, you know itβs not uncommon for the backsides of objects to be missing.
This is a common #gamedev optimization technique.
Hereβs how to do it in #Unity using the Simplygon plugin:
youtu.be/GXa_WDMJSw4
Next month we will visit #GDC2026 and showcase the latest tech we been working on for automated 3d content optimization.
If you are interested in seeing how this can help your #gamedev project, reach out to book at meeting.
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.
πAsset creation cost is directly correlated to how profitable the video game is.
πHow 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
Why does a 30% triangle reduction look great on one asset⦠and completely destroy another?
Because triangle ratio doesnβt understand introduced error.
Use On Screen Size or Max deviation instead π
simplygon.com/posts/b83478...
#gamedev #techart
πΏ Vegetation is everywhere in modern games β but itβs also one of the hardest things to optimize. Dense foliage, complex alpha cards, hundreds thousands of vertsβ¦ 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!
High-quality Level of Detail (LOD) models for vehicles can make or break the performance and visual fidelity in racing games. ποΈπ¨
Want to hit top speed? Check out our latest blog for (5) expert tips using @simplygon.com : msft.it/63326tc40o
unoptimized and optimized chair
Today, weβll look at how to add additional texture channels to a Simplygon scene. This is useful if your game uses extra material channels beyond what is supported by standard file formats.
simplygon.com/posts/1c9203...
#gamedev
Two trees, one optimized and one not optimized.
Vegetation optimization can be a tricky #gamedev area.
Here is how to tackle it in #unity3d with a combination of triangle reduction and billboard clouds.
youtu.be/MNR-fmlLYh4
Today we will look at taking your character LOD pipeline to the next level!
πΏ Keep topology with quad reduction
π§© Reduce modular characters with modular seams
π« Simplified shaders for distant LODs with vertex color casters
developer.microsoft.com/en-us/games/...
#gamedev
Congratulations to Ubisoft Mainz on launching Anno 117: Pax Romana! ποΈ
A stunning city builder optimized with Simplygon technology.
Start shaping your legacy as Governor today.
www.anno-union.com/games/anno-1...
Simplygon with yellow robot
#gtmfjp2025 γ§η΄ ζ΄γγγζιγιγγγΎγγγγγΌγΉγθ¬ζΌγ«γθΆγγγγ γγηγγΎγζ¬ε½γ«γγγγ¨γγγγγΎγγοΌ
Fence box
Today's #gamedev topic is handling alpha clipping when using Compute Casters.
Perfect for creating proxy models for vegetation or fences.
simplygon.com/posts/91f895...
Characters can be tricky to optimize and require different tools for different situations:
π¨ Triangle reduction
πͺ Vertex weights
βοΈ Bone reduction
ποΈ Material merging
In this #gamedev blog, we give an overview of when to apply them:
simplygon.com/posts/912bdf...
When deciding on LOD transitions, it's crucial to view the asset in context, especially animation.
Does animation make LOD transitions easier or harder to spot?
Find out in our latest #gamedev blog:
simplygon.com/posts/11f004...
Yellow robot packing duck
We are packing our bags for #migs25. What should we definitely not forget to bring along?
The reviews are in, and Outer Worlds 2 looks fabulous! Amazing work @obsidian.net !
Before launch, our developer team took a trip to Arcadia and helped optimize the new frontier with Simplygon technology.
The universe needs a hero, but youβll have to do.
outerworlds2.obsidian.net
Material merging is a useful tool to reduce draw calls. This is especially important for mobile and VR games.
Here we'll showcase how to do it with Simplygon's #Blender3d plugin.
youtu.be/kB7Esq5RL80
#gamedev
Here's a visualization of clustered meshlet rendering. We can see that as the camera moves around in the scene, we get different quality level on the individual clusters.
More information & code:
simplygon.com/posts/9886e4...
#gamedev
Today, weβre taking a closer look at Simplygonβs newest #gamedev feature.
Discover how the clustered meshlet optimizer enables continuous LOD for modern mesh shader pipelines.
simplygon.com/posts/9886e4...
Mobile games have come a long way since simple 2D games. Todayβs games are fully 3D and contain thousands of unique assets.
An important tool to get the game to run well on all devices is automated 3D optimization. Read our thoughts on it here:
developer.microsoft.com/en-us/games/...
#gamedev
We will be at #MIGS25 in MontrΓ©al, QuΓ©bec to help even more game studios optimize their games.
If you want to know more about how an automated 3D asset content optimization pipeline can benefit you, letβs meet for a chat!
#GameDev
Billboard clouds can be a lifesaver for #gamedev assets where neither reduction nor remeshing works. In this blog we will have a look at how to fine tune the optimization settings for them.
simplygon.com/posts/a2ea9a...
Simplygon can use #UnrealEngine 's Nav Mesh for visibility culling. This is an useful way to remove triangles never visible from the player's point of view.
Let us look at how to use us it when creating standins.
youtu.be/SjXuVgWEPGg
#gamedev
A clever #gamedev optimization for symmetrical assets is to create a impostor from single view, clone it and rotate 90 degrees. This gives you a cross billboard with efficient texture usage.
Let us look at how to do it in #blender3d with Simplygon.
simplygon.com/posts/1b1eb3...