NVIDIA has finally put a date on one of its most curious tech showcases: RTX Hair is set to debut this September in Indiana Jones and the Great Circle. 
First teased back in February alongside DLSS 4 Multi Frame Generation, the hair rendering tech was delayed while developers at NVIDIA and MachineGames worked out the kinks. DLSS 4 rolled out as planned, but the hair upgrade was left waiting in the wings.
RTX Hair isn’t just a fancy name. It’s powered by a new hardware primitive called linear swept spheres, first introduced with the GeForce RTX 50 series. Unlike traditional triangle-based hair rendering, the new approach uses spheres to better match the shape of hair strands, reducing geometry load while improving realism. NVIDIA claims this allows for more natural lighting and shadows at a surprisingly low memory footprint.
There’s a catch: only the upcoming Blackwell GPUs will support linear swept spheres. Owners of older hardware will still see improved visuals, but through the existing hair model rather than the cutting-edge new system.
Performance numbers remain under wraps, with NVIDIA offering no clear frame rate benchmarks for RTX Hair. The results will only be clear once players get hands-on with the update in the coming weeks. Still, the technology promises to change how dynamic hair looks in real time – whether it’s Jones’ iconic fedora shadowing his locks or other characters bringing more lifelike detail to the screen.
Meanwhile, the game itself is preparing fresh content. The Order of Giants, a premium story-based DLC, will launch soon. It’s included in the Premium Edition but also available separately for €35 via the Digital Premium Upgrade.
RTX Hair might sound like a gimmick, but if it delivers on its promise, it could finally solve one of gaming’s oldest visual headaches: making digital hair look like something more than stiff wires or shiny plastic.
2 comments
why even push hair tech when gameplay is what matters tbh
ok but ngl if this actually works it could be huge for immersion