We will be at MIGS in Montréal, Québec on November 8th to 9th to help even more game studios optimize their games.
Read moreWalk in the park with Simplygon
Join our friend Poly on a walk through the park as they explore the Simplygon SDK. They will encounter features such as impostor, remeshing, LOD chains and a lot more as they venture into the world of 3D optimization.Latest blog posts
In this blog post we will take a look at how material casting for Unity HDRP render pipeline allows us to create extremely lightweight impostors. We are also going to cover how to hide LOD pops with cross fading.
Read moreIn this blog we'll look at different issues with material baking in Unreal Engine and their solutions. As example we will optimize draw calls by create a stand-in replacement of a group of objects. We are going to look at how to reuse UV-space, separate out troublesome material nodes and how to debug texture baking.
Read moreIn this post we'll cover how to find the correct settings for a scripted pipeline by exporting a pipeline created using the user interface.
Read moreCutting edge solutions for 3D games content optimization
Replace tedious and time-consuming manual work in 3D games content creation, reducing production time and development costs.
Skinned LODs
In games with long viewing distances and several characters, you really want to create chains of LODs. When a character is further away from the camera you want some visually similar, but cheaper to render.
With Simplygon, you can automatically generate perfect looking LOD chains for all your characters. Preserving the deformation zones and general look of the character works exceptionally well.

Static object LODs
Even though static object tends to be quite cheap to render, they sum up to a significant cost when aggregated.
With Simplygon, you can easily set up automatic workflows that allows you to create LOD chains for all your static objects.
Gaining that extra bit of performance that takes your game above the target performance.

Proxy object creation
Much like with kit bashing you might want to combine sets of objects into proxy objects. They can be used when the camera is far away from them.
With Simplygon, you can easily combine parts of the level into proxy objects that retains the important visual characteristics, while rendering at a fraction of the cost of the original objects.

Kitbashing optimization
The most efficient way of constructing environments is to have kits of building blocks that you combine to create unique objects. Unfortunately, the created objects tend be riddled with hidden geometry and costly in terms of draw calls.
With Simplygon, you can bake your final objects to create an object that visually looks the same, minus the negative effects on performance.

Vegetation optimization
Good looking vegetation is one of the performance intensive assets in game development. With Simplygon’s foliage optimizer you can generate cheap vegetation assets to be used at a distance.The assets are not only significantly lighter in terms of geometry, they will also reduce the amount of overdraw.
The process can be applied to single assets, but also used to combine several assets into one, such as a distant clearing.

Occlusion mesh creation
Only drawing what is visible to the player is one good way to cut cost of rendering. By using cheap occlusion meshes this pre-render pass can improve the game performance by miles.
With Simplygon, you can generate conservative meshes, both for occluders and occludees, to use in your occlusion culling algorithms.
Powerful features
All necessery features for high quality 3D content optimizationReduction
Our battle tested reducer takes all asset characteristics into account when producing the best possible optimization.
Remeshing
Creates a new geometry for one or more meshes that can be used as a proxy for distant use.
Material baking
Combines several unique materials into one, which reduces the footprint both in memory and performance.
Object Aggregation
Reduces the amount of draw calls a collection of objects consumes by combining them into one mesh.
Billboard Cloud
Generates a cloud of billboards that can be used to represent complex objects, such as foliage.
Flipbook Impostor
Projects an object into a atlas of images that represents the object from different viewing angles.
Visibility Culling
Removes all polygons that are invisible from certain viewing angles, perfect for side scenes.
Batch Processing
Our reliable algorithms lend themselves well for automation through our competent batch processor.
450+ AAA games released with Simplygon
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It’s hard to imagine how we could have built this game without Simplygon. Simplygon allowed us to focus our time and energy on building quality assets and gave us the tools we needed to reduce and optimize our content for our target platforms.
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"For our latest expansion, SHADOWBRINGERS, Simplygon processed assets very swiftly, and the level of optimization was met with fine quality.
Artists were released from the time consuming works involving optimization, and as a result, were able to concentrate their efforts to enhance quality of our title." -
"Simplygon allowed us to unlock the full power of the Xbox One X at 60 frames per second and 4k resolution for Gears 5 - while also accelerating our workflows and improving visual quality.
It is a fundamental tool in our pipeline that we can always rely on to produce quality results very quickly."
Pricing
Title |
Free |
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$35k
per title per year
...and up to 65% discount for small ventures |
Free
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Seats | UNLIMITED | 1 seat per organization or for personal use |
Number of processings | UNLIMITED | 200 processings per day |
Simplygon SDK | ||
APIs | C++, C#, Python | C++, C#, Python |
File Format Support | Alembic, FBX, glTF, OBJ, USD | Alembic, FBX, glTF, OBJ, USD |
Autodesk 3ds Max Plugin | ||
Autodesk Maya Plugin | ||
Unreal Engine integration | ||
Unity Integration | ||
Blender integration | ||
Houdini integration | Available as preview | Available as preview |
Distributed processing support (Simplygon Grid, Incredibuild, FASTBuild) |
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Dedicated Email Support | ||
Community Forum Support | ||
Forced Updates | ||
Content data share with Microsoft
Read more
Microsoft primarily collects 3D assets from your use of the software. Microsoft may use the 3D assets for various purposes, including but not limited to producing examples of the use of the software for public display (including use in promotional videos) and use on Microsoft’s web page (either in format of a viewable 3D asset or captured in an image). Microsoft has the right to modify or adapt this content for its reasonable use. |
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Evaluation license terms | Free license terms | |
Download |
Download |