The Witcher 3 Animals Hairworks Fur Mod

The Witcher 3 Mod improves HairWorks Fur for animals & monsters

Modder ‘Nexuer’ has released a mod for The Witcher 3: Wild Hunt that attempts to improve the HairWorks Fur of most animals. This is a cool mod that aims to provide a better visual experience. And, given the fact that most PC gamers have GPUs that can handle the HairWorks Fur effects, we suggest downloading it.

Going into more details, this mod increase the draw distance and density of the HairWorks Fur. Moreover, it calibrates the fur physics, and it adds wind effects for some animals and monsters.

You can download this mod from here. Below you can also find some GIFs that showcase the visual improvements you can expect from it.

Speaking of The Witcher 3, we also suggest the following mods. The Witcher 3 HD Reworked Project is a must-have mod and does not need any introduction. The Dark Souls-inspired combat mechanics modHumans of the Continent 4K-2K Textures and the Witcher 2 Overhaul Mod are also three cool mods. And then there are Shades of IronTrue Fires Mod, and a mod that adds a new standalone quest.

Enjoy!

16 thoughts on “The Witcher 3 Mod improves HairWorks Fur for animals & monsters”

    1. The new hotness is ray tracing and I guess performance would be destroyed with heavier hair calculations due to all the constant intersections.

    2. “Hairworks” is just tessellation with physics. It’s not some GPU-exclusive tech, but it was the first time such technology was used to implement realistic hair and fur.

      I guess devs don’t bother with it YET because it’s still too costly to run versus eye-candy, even if it’s just a fraction of the cost due to new GPUs.

      1. Its to costly for sure, all subd handling is costly as hell (toying around with a wolf in daz3d… it alone have more geometry than the typical PC game due to subdivided (aka tessellation) hair strands)

    3. You are fanboying, which is why you don’t understand the point of Hairworks.

      Hairworks was really not designed to be implemented as Hairworks, because developers do not like to make their game Nvidia exclusive.

      But these techniques and libraries that Nvidia gives out for free give the average developer the techniques to implement it globally in their game.

      When you see hair waving about in games, it’s not going to be called Hairworks, but developers learned through Hairworks how to do it. And that is what Nvidia wants.

      So why does Nvidia do this? So they keep pushing graphics, so people keep buying faster GPU.

      Neither Nvidia nor AMD want to see you play indie games that run on an iGPU from Intel, or an old GPU, they want to see you spend money on new GPU.

      1. Who is fanboying, i wonder…

        It came from Nvidia’s research, yes, it was cross vendor, yes, but it tanked performance on Nvidia cards (like say ray tracing which is much more justifiable) and was a performance disaster on AMD, for just a slightly better wiggly wig even if you were the only character on screen.
        It ignited some progress, yes, but the cost/benefit ratio was atrocious and that’s overall why it never caught on as their own library.

        Later, gamedevs developed their own solutions with better performance albeit probably less detailed, and thus now you see something similar pretty much in every game.

        1. You know basic triangle acceleration used to be the same? That later became 3d acceleration due to polys… Same with transformations of said triangles… same with dynamic lights in that 3d space… same with shaders… one vendor pushes the tech (and ofc its mostly optimized for their solution)… it then starts to get adopted and then all will have it in the end….

          Bet you rather had none of those invented since they were from a certain brand and performed best on their solutions so we all would have been stuck with pacman in 2d instead

          1. Of course, BUT I’ll lead you back to the point…

            Hairworks was not just an open source algorithm or library… it was branded, and was pushed in nvidia partners’ videos and games’ setting.
            If it would have been good enough, devs would have used it. That’s the difference. It didn’t happen.
            Why? Because it performed badly enough that devs had to resort to their own solutions.
            Branded effort was dead.
            That’s the point.

  1. I will always remember this game. This was the bragging game for Nvidia. And how they gimped Kepler to favour Maxwell in this game.

    1. Did they? I thought the conspiracy theory at the time was NVidia gimping Radeons (even though it was CDPR that did the implementation), obviously not because AMD GPUs sucked at tessellation.

  2. Spammers have gotten clever. They are now hiding their site in upvotes where you click on “about” and get a link to their website.

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