The Standard in 3D Games Content Optimization

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Walk 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

What's new in Simplygon 10.2

What's new in Simplygon 10.2

As a Midsummer gift to all game developers we are proud to release Simplygon 10.2! In this release we have worked on core improvements to our remesher. It is now significantly faster, requires less memory and gives better quality result. With to build in support for tessellated attributes you can now push density of your remeshings even further then before. Simplygon 10.2 adds support for Unity's Universal Render Pipeline and High Definition Render Pipeline. We are thrilled to help optimize Unity games both for low end devices and virtual reality but also the Unity projects pushing the engine's graphic quality to the limits. Unreal developers can enjoy support for Unreal Engine 5.2. Lastly we got some new ease of use features for customers using the well received compute caster.

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Meet Simplygon at Arctic Game Dev

Meet Simplygon at Arctic Game Dev

Simplygon is visiting Arctic Game Dev in Umeå 22th- 24th November.

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Tight fitting impostors with minimal overdraw

Tight fitting impostors with minimal overdraw

Generate tight fitting impostor geometries around the opaque areas based on the input opacity map.

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Using your own shaders for material baking with Compute Casting

Using your own shaders for material baking with Compute Casting

Today we will look at how to create proxies for object with custom shaders. We are going to use compute casters in combination with scene descriptions serialized to xml files to create a batch processor indented to process HLOD meshes. We'll also cover clipping planes.

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Cutting 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

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

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

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

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

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

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 optimization

Reduction

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

  • https://contents.simplygon.com/images/hero/haloinfinite.webp

    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.

    Halo Infinite 343 Industries
  • https://contents.simplygon.com/images/hero/ffxiv.webp

    "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."

    Final Fantasy XIV Square Enix
  • https://contents.simplygon.com/images/hero/gears5.webp

    "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."

    Gears 5 The Coalition

Pricing

Title

Free

$35k per title per year
...and up to 65% discount for small ventures
Free  
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)
Dedicated Email Support
Community Forum Support
Forced Updates
Content data share with Microsoft
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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.

Evaluation license terms Free license terms
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