I understand Groom has potential but I know it wont run on any rig unless you want to seriously sacrifice performance in a game for a hair that wont even look half as good if you’ve done it by cards.
And if it is for VFX or film, then like I said relying in an offline renderer to do just that would be the less risky and better looking choice.
Grooming is hard enough to get right in offline VFX rendering let alone running realtime with all the bugs and lighting issues that come with it and you would still have a medioccre looking hair.
Neither Grooming nor Raytracing is mainstream or affordable or practical to do these days in any serious game indie or AAA. Its too much risk and comes with pitfalls and compatibility issues.
It’s never a good thing when tech is rushed just to create new buzz words so that people buy new hardware for it and end up not living up to the publicity.
Meanwhile we got a million shortcomings in animation, dynamics, structs, workflow in general etc. that need to be ironed out before any of this is invested in. Keep the rest of such things in the back end in the RnD department.
We are getting constant UE5 stuff uploaded when its barely early access still and most of us are still on version 4.
For example we’ve been asking for animation updates since foreverr only to find out most of them have been implemented in UE5 and UE4 completey neglected. So if i have a project today I need to suffer with current tools shortcomings and by the time i’m done maybe UE5 is on a somehwat stable version ready for production and its got that one tool that i need that i 've been asking for 3 years in 4.
But I get your pain, we all share it.