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When optimization gets practical
Customer stories, technical guides, and deep dives into 3D content optimization pipelines.
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What is the right reduction target for LOD creation?
A common question when generating LODs is which reduction target to use. Using a poor target is the root of many problems, such as LOD popping or broken assets. In this blog we’ll go through the different reduction targets available in Simplygon and give you some guidelines on where to start.

Load additional texture channels into a Simplygon scene
In this blog post, we will showcase how to load textures into additional material channels in a file. This is useful if you are using material channels not defined in a standard file format (like FBX).

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.

The four fundamental tools for automated character optimization
In this blog we will look at the four fundamental tools of building an automated character optimization pipeline. This includes triangle reduction, vertex weights, bone reduction, and material merging. An automated pipeline allows us to create LOD levels efficiently and effectively, reducing the manual effort required for optimization. It can also be used when developing game titles targeting multiple platforms, where each platform may have different performance requirements.

How animation hides LOD Transitions
In this blog post, we will investigate how animations affect LOD transitions. According to our results, we can switch at 3.5 times the screen size, or around 4 times closer to the camera if an object is animated compared to when it is static.

Introduction to Clustered Meshlet Optimization
In this blog post we will look at Simplygon's new clustered meshlet feature. We will cover how to generated them and a way to visualize them which serves as the base for implementing a clustered meshlet rendering pipeline in your engine.

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.

What's new in Simplygon Autumn 2025
Since our initial release of Simplygon 10.4 we have added several new features, improvements and fixes to the core Simplygon SDK, as well as our integrations with DCC tools and game engines.

Getting started with draw call optimization in Unity
In this blog we'll have a look at how to optimize draw calls in Unity using material merging. We'll cover how to both UI and C# scripting.

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 related to impostors.

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.
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