Hair show face's normals my hair simulation shows what appears to be triangles over the surface which are, from what i assume, the face's mesh showing through the hair for some reason.


This is still visible with subdivision modifier, only way i can make them disappear is if i subdivide the actual mesh a couple times... which is not really performance friendly when animating stuff. What's the best way to not make these faces/edges "visible" ?
The subdivision modifier needs to be placed after the particle emitter in the modifier stack. Place it before, using the up arrow, and it should be fine:



Edit: Actually the object faces still influence the emitter even with a subsurface modifier.
But setting the object shading to smooth should do the trick: