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When optimization gets practical

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

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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.

Vehicles

How to create AAA quality vehicle LODs for racing games

Creating high-quality Level of Detail (LOD) models for vehicles is essential for maintaining performance and visual fidelity in racing games. When players are driving down the track at high speeds, you need to ensure that your the cars look great up close and still are cheap to render when viewed from a distance. In this post, we’ll share five tips for optimizing vehicle LODs using Simplygon.

Best practices

Three advanced tools to improve your automated character LOD pipeline

If your game features complex characters, an automated LOD pipeline can save time and ensure consistency. In this post, we’ll explore three advanced techniques using Simplygon to take your character LOD pipeline to the next level.

Best practices

Automated asset optimization for mobile games

Mobile games often rely on a free-to-play model where monetization comes from microtransactions or gacha mechanics. The content you pay for is usually additional art assets, such as special skins or characters. This means that asset creation cost is directly correlated to how profitable the video game is. In this blog, we will look at how to reduce the cost of art optimization, which can play a significant role.

Best practices

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.

Best practices

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.

Characters

How animation hides LOD Transitions

In this blog post, we will investigate how animations affect LOD transitions. According to our results from our small sample set, we can switch around 2-4 times closer to the camera if an object is animated compared to when it is static.

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.

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.

Reduction

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.

Unity

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.