Yeah cloth is externalized you can see that with the shader dissipate change effect and yeah AA the closer the more it needs to catch the higher the bandwidth and the more tessellated (Hairworks) the higher the overall problem becomes, but Nvidia want's to sell that overpriced bruteforce Cards somehow
But to be fair it isn't entirely only a Nvidia problem but yeah they like to make it heavier
![Wink ;) ;)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Hair so much things come together that are heavy Transparency, Shadowing, Physics, evtl Tessellation it's still a though overall load for multiple characters on screen at once.
But it gets better more efficient cool new ideas and the coolest old Nvidia Hardware benefits the same from these Agnostic solutions
And since now Nvidia is almost even entirely booted out of Unreal some things will change finally
Awesome Times not for Jensen tough
Anya: Im not gonna miss you Jensen (maybe for DLSS 3.0 a bit at first, but that's gonna heal fast)
Current Raw Hair Aliasing Result before Temp US/AA
A mesh leak at the hand post processing reacts on it
Our friend
The other side
Getting our friend Ready
DARK FUCK