If the hair were too uniform it would appear poor in a close up. Its a matter of the scale at which things are done that affects the close up versus the long shot—for example, setting high clumping can look poor at close range when it looks great at long.
The hair itself is made up of hexagonal strands with a thickness set for the hair (not affected by the shader). As a rule of thumb you want fewer, larger hairs for more distant shots than close up. You also need more segments the larger each hair strand will be.
Because most of the tweaking is required for closer in shots that is what i focused on: more distant you can get by with much lower hair counts, exaggerate the thickness difference between root and tip, and generally lower hair counts etc. as noted. I could’ve provided hairs for that as well, but this is free