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Simplygon Studios

@simplygon.com

The Standard in 3D games content optimization. https://simplygon.com/

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10.12.2024
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Latest posts by Simplygon Studios @simplygon.com

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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

06.03.2026 15:16 πŸ‘ 4 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
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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

02.03.2026 12:28 πŸ‘ 5 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
Getting started with Visibility culling in Unity
Getting started with Visibility culling in Unity YouTube video by Simplygon

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

23.02.2026 12:19 πŸ‘ 4 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
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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.

19.02.2026 13:49 πŸ‘ 3 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
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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...

13.02.2026 08:13 πŸ‘ 4 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
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Mobile games often rely on a free-to-play model where monetization comes from microtransactions.

πŸ‘‰Asset creation cost is directly correlated to how profitable the video game is.

πŸ‘How to reduce the cost of mobile art optimization
simplygon.com/posts/9bdd27...

#gamedev

09.02.2026 09:37 πŸ‘ 8 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0
Vegetation optimization with reduction and billboard clouds in Unity
Vegetation optimization with reduction and billboard clouds in Unity YouTube video by Simplygon

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

05.02.2026 15:04 πŸ‘ 5 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
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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 πŸ‘‡
simplygon.com/posts/b83478...

#gamedev #techart

02.02.2026 10:32 πŸ‘ 7 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
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🌿 Vegetation is everywhere in modern games β€” 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

27.01.2026 14:03 πŸ‘ 5 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
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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

08.01.2026 12:02 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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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!

19.12.2025 12:33 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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How to Create AAA Quality Vehicle LODs for Racing Games with Simplygon Five expert tips for optimizing high-quality Level of Detail (LOD) models for vehicles using Simplygon.

High-quality Level of Detail (LOD) models for vehicles can make or break the performance and visual fidelity in racing games. πŸŽοΈπŸ’¨

Want to hit top speed? Check out our latest blog for (5) expert tips using @simplygon.com : msft.it/63326tc40o

12.12.2025 21:00 πŸ‘ 4 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
unoptimized and optimized chair

unoptimized and optimized chair

Today, we’ll 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

08.12.2025 11:59 πŸ‘ 7 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
Two trees, one optimized and one not optimized.

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

01.12.2025 14:17 πŸ‘ 10 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
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3 Advanced Simplygon Tools to Improve Your Automated Character LOD Pipeline An automated LOD pipeline can save time and ensure consistency. Here’s how to use Simplygon to take yours to the next level.

Today we will look at taking your character LOD pipeline to the next level!

πŸ—Ώ Keep topology with quad reduction
🧩 Reduce modular characters with modular seams
🫟 Simplified shaders for distant LODs with vertex color casters

developer.microsoft.com/en-us/games/...

#gamedev

28.11.2025 13:09 πŸ‘ 6 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
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Congratulations to Ubisoft Mainz on launching Anno 117: Pax Romana! πŸ›οΈ

A stunning city builder optimized with Simplygon technology.

Start shaping your legacy as Governor today.
www.anno-union.com/games/anno-1...

26.11.2025 11:38 πŸ‘ 6 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
Simplygon with yellow robot

Simplygon with yellow robot

#gtmfjp2025 γ§η΄ ζ™΄γ‚‰γ—γ„ζ™‚ι–“γ‚’ιŽγ”γ›γΎγ—γŸγ€‚γƒ–γƒΌγ‚Ήγ‚„θ¬›ζΌ”γ«γŠθΆŠγ—γ„γŸγ γ„γŸηš†γ•γΎγ€ζœ¬ε½“γ«γ‚γ‚ŠγŒγ¨γ†γ”γ–γ„γΎγ—γŸοΌ

25.11.2025 13:20 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
Fence box

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...

24.11.2025 09:03 πŸ‘ 7 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
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Characters can be tricky to optimize and require different tools for different situations:
πŸ”¨ Triangle reduction
πŸͺ› Vertex weights
⛏️ Bone reduction
πŸ–ŒοΈ Material merging

In this #gamedev blog, we give an overview of when to apply them:
simplygon.com/posts/912bdf...

17.11.2025 15:38 πŸ‘ 6 πŸ” 3 πŸ’¬ 0 πŸ“Œ 0
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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...

11.11.2025 17:52 πŸ‘ 6 πŸ” 3 πŸ’¬ 0 πŸ“Œ 0
Yellow robot packing duck

Yellow robot packing duck

We are packing our bags for #migs25. What should we definitely not forget to bring along?

07.11.2025 14:46 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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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 you’ll have to do.
outerworlds2.obsidian.net

06.11.2025 10:45 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
Material merging in Blender
Material merging in Blender YouTube video by Simplygon

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

03.11.2025 16:50 πŸ‘ 7 πŸ” 3 πŸ’¬ 0 πŸ“Œ 0
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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

30.10.2025 10:59 πŸ‘ 7 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0
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Today, we’re taking a closer look at Simplygon’s newest #gamedev feature.

Discover how the clustered meshlet optimizer enables continuous LOD for modern mesh shader pipelines.

simplygon.com/posts/9886e4...

27.10.2025 08:14 πŸ‘ 10 πŸ” 5 πŸ’¬ 0 πŸ“Œ 0
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Mobile games have come a long way since simple 2D games. Today’s 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

21.10.2025 06:33 πŸ‘ 9 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0
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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, let’s meet for a chat!

#GameDev

16.10.2025 08:19 πŸ‘ 9 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
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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...

13.10.2025 07:45 πŸ‘ 12 πŸ” 2 πŸ’¬ 0 πŸ“Œ 1
Visibility culling using Nav Mesh in Unreal Engine
Visibility culling using Nav Mesh in Unreal Engine YouTube video by Simplygon

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

06.10.2025 11:14 πŸ‘ 13 πŸ” 2 πŸ’¬ 0 πŸ“Œ 1
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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...

29.09.2025 06:55 πŸ‘ 9 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0