Skip to content

Blog

When optimization gets practical

Customer stories, technical guides, and deep dives into 3D content optimization pipelines.

Categories

Tags

Search results

22 posts

RSS feed
Open world

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.

Unreal Engine

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.

Best practices

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.

Batching

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.

Impostor

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.

Blender

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.

Unity

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.

Best practices

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.

Maya

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.

Unity

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.

Unity

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.

Unity

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.