Blocky Shadow Problems in Path Tracing w/ Hard Light Sources

When using path tracing which we all love, hard light sources specifically create unusable sharp shadow artifacts on the shirt. I have tried messing with the light settings. The shadows fall off fine on the skin. Is this perhaps an issue of normal maps or just low quality model of the shirt? Using LOD 0 though. Ray traced shadows are on.

Seems like this issue has been on going and there have been maybe 3-4 threads created that have remained unsolved. Can any experts bring light to this subject. Lets figure it out.

Another discussion that shows the same exact problem:
Continuing the discussion from Blocky Shadows in Path Tracer ?:

I have the same issue in UE 5.3. Would love to hear the solution!

Any solutions you found to this? Idk what setting is causing this, just have a simple default sphere and the shadows are jagged in pathtracing. Lit mode is fine. Sphere has no nanite enabled. Virtual shadow maps are off.

This is known as the shadow terminator problem. The only fix in the path-tracer is to increase the poly count/ subdivision of the mesh.