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Posts by Simplygon Studios

Unity screenshot with hidden geometry removed

Unity screenshot with hidden geometry removed

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

1 week ago 7 3 0 0
Video

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

1 week ago 1 0 0 0
Video

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

2 weeks ago 10 2 0 0
Post image

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

3 weeks ago 9 2 0 0
Video

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

3 weeks ago 3 0 0 0
Video

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...

4 weeks ago 5 1 0 0
Video

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

1 month ago 4 1 0 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

1 month ago 5 1 0 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

1 month ago 4 1 0 0
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Video

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.

1 month ago 3 1 0 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...

1 month ago 4 1 0 0
Video

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

1 month ago 8 2 0 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

2 months ago 5 1 0 0
Video

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

2 months ago 7 1 0 0
Video

🌿 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

2 months ago 5 1 0 0
Video

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

2 months ago 1 0 0 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!

3 months ago 0 0 0 0
Preview
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. 🏎️💨

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

3 months ago 4 1 0 0
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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

3 months ago 7 1 0 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

4 months ago 10 1 0 0
Preview
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!

🗿 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

4 months ago 6 1 0 0
Video

Congratulations to Ubisoft Mainz on launching Anno 117: Pax Romana! 🏛️

A stunning city builder optimized with Simplygon technology.

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

4 months ago 6 1 0 0
Simplygon with yellow robot

Simplygon with yellow robot

#gtmfjp2025 で素晴らしい時間を過ごせました。ブースや講演にお越しいただいた皆さま、本当にありがとうございました!

4 months ago 0 0 0 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...

4 months ago 7 1 0 0
Video

Characters can be tricky to optimize and require different tools for different situations:
🔨 Triangle reduction
🪛 Vertex weights
⛏️ Bone reduction
🖌️ Material merging

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

4 months ago 6 3 0 0
Video

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...

4 months ago 6 3 0 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?

4 months ago 1 0 0 0
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Video

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

5 months ago 1 0 0 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

5 months ago 7 3 0 0
Video

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

5 months ago 7 2 0 0