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When optimization gets practical
Customer stories, technical guides, and deep dives into 3D content optimization pipelines.
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Visibility culling and weighting with sphere and hemisphere
This blog covers visibility sphere and hemisphere guided optimization. We'll cover visibility culling in aggregation and visibility weights in reduction.

Geometry Importance and Welding for low poly optimization
In this blog we'll look at some settings that can help out when optimizing models to really low poly count. We'll look at geometry importance and weld distance.

Meet Simplygon at Nordic Game 2025
We will be at Nordic Game 2025 in Malmö, Sweden and sponsor Indie Game Expo 21 May.

LOD0 optimization in Unity
Today we are going to look at how to optimize LOD0 models in Unity. This is useful in two cases, if we have lots of assets of varying quality from asset packs or if we want to port a game to a weaker platform.

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.

Optimize Unity character prefabs
In this blog we will create a system for automatic character prefab automation. We will cover baking textures during reduction for URP and rebinding LODs to the original skeleton.

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.

Getting started with quad reduction in Maya
In this blog we will look at how to use the quad reducer in Maya for character optimization. We'll look at both how to use it from the user interface but also from scripting.

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.

Meet Simplygon at GDC 2025
We'll be at Game Developers Conference (GDC) in San Francisco on March 17th to 21st.

Aggregate StaticMeshActors in Unreal Engine using the Simplygon Subsystem and Python
In this blog we will have a first look at the new Simplygon Subsystem import and export API for Unreal Engine and how to use it using Python. We will use it to aggregate and remove internal geometry of a collection of Static Mesh Actors.

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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