Groom hair physics - Number of polygons?

Hello guys,

For groom hair, does UE calculate physics better if the hair is high poly model? Or it’s best to keep it low?

For instance I have a hair with 380K polygons. I can tone it down to 70K, but I don’t know which will work better when applying physics in UE.

I use UE for cinematics, not game development. I am just interested in the best possile physics calculation, not performance.

Thanks!