They arent touching nvcloth or physx.
If you want it fixed grab the latest source for .27, replace physx files with the latest and compile. Its marginally better.
The cloth implementstion in engine is however ■■■■. It has always been because whoever implemented it knowingly did not follow Nvidia’s documentation on the sdk.
For instance Backstop doesn’t really work.
There are a few other issues as well, though not as huge or problematic.
You can hope they made a better job with chaos, but I realistically doubt it.
As far as the rest of the topic before your resurrection, cloth always follows skinning. The simulation and values you set are simply how much distance a specific vertex can diverge from the location of where it is supposed to be according to the skinning. To be more precise the value is a radius from the skinned position.
Read this if interesead in understanging how it works:
https://gameworksdocs.nvidia.com/PhysX/3.4/PhysXGuide/Manual/Cloth.html