>>723131591 (OP)
>WHY THE FUCK IS EVERY HAIR OR EVERYTHING AT THE DISTANCE GRAINY
Lazy-ass devs started using down-sampled, 1-bit alpha-cut outs and shading, just because it's more "performant" than the smooth alpha-maps and shading we already could do during the N64 days.
Reasons were two-fold:
1. They first waste shitton of resources by 3D modeling a random NPC's pubic hair with 10 million polygons + slap a dozen 8K PBR textures on top, and then wonder why their game runs like ass even on an RTX 5090, and
2. Deferred Rendering method sucks when it comes to transparency, essentially requiring a whole 2nd pass during rendering to calculate see-through parts "traditionally", which further drops frames.
It's far quicker to just make every pixel be either 100% opaque, or 100% invinsible ... and then use some literal 1980s style dithering to fake "gradients" , and use a heavy coat of Temporal AA blur to make it seem "smoother".
tl;dr in layman's terms:
Shadows, hair and foliage rely on noise, and Epic wants you to mask it with a multi-frame blur. There's been shittons of topics about this, nobody likes it. Some 10-15 yo games look far more pleasant and more "HD" because of this.