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When optimization gets practical
Customer stories, technical guides, and deep dives into 3D content optimization pipelines.
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Customer story: Scaling Forza Horizon 6 with Simplygon
Forza Horizon 6 welcomes players to Japan: a location of striking contrasts, where rural landscapes, mountain roads, wooded regions, industrial districts, and the iconic streets of Tokyo City come together in one spectacular driving experience. Simplygon became an important enabling technology in achieving that goal, supporting Playground Gamesʼ technical art and content teams across three key areas: Hierarchical Level of Detail, Projection Level of Detail, and Impostor Baking.

Control LOD switch distances in Simplygon's Unreal Engine plugin
In this blog, we'll explore how to control LOD switch distances in Unreal Engine when using Simplygon's LOD Recipes. We'll look at both automatically calculated switch distances and how to override these with manual switch distances when needed.

How to optimize vegetation with Simplygon
In this blog, we will look at five different tools for automated vegetation asset optimization. We will go in order from those suitable for closer distances to those to be used when the vegetation is further away.

Handling alpha clipping with compute casters
In this blog we will have a look at how to create billboard impostors for assets using shaders with alpha clipping. The solution is to introduce a little code snippet using sg_DiscardValue and sg_PreviousValue in every sampler function.

How to find correct settings for Billboard Cloud: Outer shell
Billboard clouds can be a lifesaver for assets where neither reduction or remeshing works. In this blog we will cover how to find good optimization settings for a Billboard Cloud: Outer Shell impostor.

How to create a cross billboard impostor
In this blog post, we’ll demonstrate how to use impostor from single view, along with some scene graph manipulation—specifically copying and rotating—to create a cross billboard. A cross billboard consists of two axis-aligned impostors, using the same texture in this example.

Optimizing vegetation assets with reduction and billboard pipeline
In this blog we will look at how to optimize vegetation assets with a combination of reduction and billboard cloud pipelines. We will also cover some texture import settings in Unity.

How to merge proxy texture into original texture map
In this post we'll showcase how to merge the texture of a remeshed proxy into the original texture. This allows you to use the remesher without requirement of introducing a new material and texture set.

Introduction to material merging in Maya
When working with 3D assets, optimizing materials can significantly improve performance, especially in game development and real-time rendering. In this post, we’ll walk you through how to merge materials in Maya using Simplygon. We’ll cover both the manual process through the UI and a more automated approach, helping you set up an efficient optimization pipeline. Whether you're looking to speed up your workflow or prepare assets for large-scale production, this guide will help you get started.

Automated Unity prefab optimizer
In this blog post we'll showcase how to automate LOD creation for Unity prefabs. This allows us to optimize our game with (almost) the click of a button.

Rendering vegetation imposters
In this blog post we will look at two shading tricks that will increase visual quality of vegetation impostors; fading of orthogonal planes and noising of normals.

Custom texture casting in Unity
In this post we will look at how to cast textures for custom shaders in Unity using compute casters. This is very useful if you have non-standard shaders that use custom texture channels.
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