Simplygon has appointed Matt Connors, a product marketing veteran with experience at Apple and Adobe, as its new CEO.
Simplygon Cloud is now available in the Azure Marketplace.
Video games are becoming massive in scope, with RPGs and MMOs at the forefront of creating large, fully realized open worlds. Living, breathing environments that span vast distances while also being incredibly detailed are becoming the norm. With this increase in breadth of vision comes an equally steep increase in development resources needed, both in people and processing power. When From Software began crafting their impeccably detailed, Lovecraft homage Bloodborne, they turned to innovation to make more efficient use of their resources, specifically the 3D optimization technology of Simplygon.
Very interesting. I wonder if the FOX Engine makes use of this technology in some way. The fact that the game (Metal Gear) is 60fps on the current consoles likely means they made use of some tricks to reduce polygon load to keep resolution and frame rate high in an open world.
In the case of Bloodborne, it's definitely ideal, especially when we're dealing with a world as large and fast loading (post-patch) as Yharnam.
All game do it...its called LODs (level of detail ). Its just of matter of how well as the game engine must handle them in a smooth transition rather than a "pop in". Simplygon simply does all the legwork by auto-generating LODs from a model so artists don't have to manually do it and its main highlight is that the lower res models maintain the same high detail look. So I guess it's really more mesh optimization than LODs as most of time the low res models from Simplygon can be used constantly instead of swapped in as LODs.
It turns out, FromSoftware had a little help in making the visuals so creepy and awesome in the PS4 exclusive hit Bloodborne
Expansion is on the way.
Bloodborne is my goty.
Can't wait for Bloodborne 2.