Forza Horizon 6 sets a new bar for scale and visual richness. Huge congrats to @WeArePlayground on an incredible achievement!
Proud that Simplygon helped power the optimization behind the scenes.
Now it’s time to hit the road at full speed
https://t.co/69kVY7PIUU
Control character LODs without manual vertex painting?
This blog explores how bones can be reused to drive vertex importance in Simplygon. Keeping facial features intact while reducing the rest of the mesh.
https://t.co/ebBizTW22h
#gamedev
Transparent materials in proxy generation are tricky.
Here’s how to handle glass, opacity & normals using alpha blending with compute casters in Simplygon.
🔗 https://t.co/XFqGPb0dDu
#gamedev#techart
Visiting #NordicGame?
Join us for a chill game expo and casual drink tomorrow, Wednesday at 3 PM, at the hotel just across the street!
Details: https://t.co/eC4mr1yiYZ
#NG26
Getting good LODs is only half the job, knowing when to switch is just as important. In our latest blog, we show how to control LOD transitions in #UE5 with Simplygon.
https://t.co/NFvG16WRVG
#GameDev
Need a helping hand with 3D optimization?
Next week, we’ll be at #DigitalDragons, helping game developers from all over Europe with our battle‑tested SDK.
Let us know if you’d like to book a meeting.
𝐇𝐋𝐎𝐃 𝐜𝐚𝐧 𝐬𝐚𝐯𝐞 𝐲𝐨𝐮𝐫 𝐠𝐚𝐦𝐞!
The talk by @jesperTingvall
Simplygon will share their knowledge on asset optimization for massive open-world games. This talk will cover the key ingredient for achieving smooth performance – HLOD. It will cover what it is and which tools are suitable for generating HLOD for static meshes and vegetation. To put theory into practice, we'll do performance comparison in Unity and Unreal Engine 5.
The talk: https://t.co/Mes7jwWAzn
#gamedev #indiedev #gic #gic26
This blog shows how to generate vertex weights from skinning data and drive reduction using bones - no vertex painting required.
https://t.co/ebBizTWzRP
#gamedev
In a few weeks, we’ll be back at @Digital_Dragons .
Looking forward to catching up with old friends and meeting new ones. If you’d like to meet up, let us know!
#digitaldragons
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.
https://t.co/7biC7xorfg
#gamedev
#TechArt tip of the day: If a triangle is never seen by the player, don’t include it in your game.
Here’s how to do visibility culling in #Unity with Simplygon.
https://t.co/k9NpTNwrab
Ever tried baking materials behind glass?
This post breaks down alpha‑blended compute shaders for diffuse, roughness, metallic & normals in Simplygon.
🔗https://t.co/XFqGPaZFNW
#gamedev#techart
Level up your character LOD pipeline with Simplygon ⚙️
This post covers 3 advanced techniques:
🔨 Quad reduction
🔨 Modular seams
🔨 Simplified shaders via vertex color casting
Read more 👇
https://t.co/fqdx3FNA4u
#gamedev
Simplygon's part remover can be used in a reduction pipeline. It allows you to clean up any small disconnected part from your model. Perfect to use in combination with reduction for LOD generation.
https://t.co/YI5d5Sn3UJ
#gamedev
Need to batch optimize a library of 3D assets?
@simplygon's Python API lets you process entire folders of models to reduce triangle count while maintaining visual fidelity for real‑time use. 🌟
Tutorial: https://t.co/ZmgJ0v8YfA
How do you ship a visually rich game at 60 FPS with a small team
Learn how Simplygon was used in Compulsion Games’ masterpiece South of Midnight.
https://t.co/ZxAljlog5A
#gamedev#unrealengine
Simplygon's visibility culling tool lets you remove areas the player never sees.
This is perfect for #virtualreality games where the player stays in a fixed position.
Here’s how to use it in #Unity:
https://t.co/X5PtoHnGzv