AMD have released TressFX 4.1, a new version of their hair/fur simulation rendering technology. The new version adds Unreal engine integration and optimises physics simulation shaders for better performance in real-time.
Tech giant AMD have launched a brand new version of their TressFX technology. For those who are not familiar with TressFX, it is basically AMD's version of Hairworks, a hair and fur rendering and simulation technology. It brings a much more realistic hair and fur but it comes at a performance cost.
Anyway, the new, 4.1 version of TressFX includes a couple of new features. The first one is the Unreal engine integration with several components, rendering and simulation material support. On top of this, 4.1 features additional optimisation of the physics simulation shaders. This means that more hair can be simulated in real-life which ultimately results in better visuals.
TressFX now also packs StrandUV and Hair Parameter Blending, new Level of Detail system and a couple of other features. You can check the full list of new additions below:
- TressFX/Unreal engine integration (patch under Epic Games Unreal GitHub repository) with multiple components, rendering and simulation material support
- TressFX/Cauldron implementation with source code (DirectX® 12 and Vulkan)
- Optimized physics simulation shaders can allow more hair to be simulated in real-time
- New rendering features (StrandUV and Hair Parameter Blending)
- New Level of Detail (LOD) system
- Documentation and tutorials
- Updated Maya Exporter with new UI and new features/error checking
It's been a while since we have seen TressFX implementation in games. Deus Ex: Mankind Divided and Rise of the Tomb Raider are the last two titles to properly implement the feature and hopefully, with the new version and Unreal engine support, the devs start to implement AMD's tech in their games more frequently.