Is alpha-to-coverage in the 4.16 forward renderer? (Looks like it in DM_Chill foliage?)

I notice a big difference in the Robo Recall’s DM_Chill map in the pine tree foliage with r.MSAASampleCount 1 vs r.MSAASampleCount 4

I didn’t expect this since I heard forward rendering still didn’t support alpha-to-coverage. Is alpha-to-coverage what I’m seeing, or is something else going one with MSAA to make it improve the foliage? Is it new in 4.16?

I do see the pine trees use masked materials, not translucent, so I expected them to be an aliased mess and was surprised that they looked good.

Show some screenshots.

It appears to be supported in 4.15 or 4.15.1.

Awesome, guess it just got left out of the 4.15 changelog so I hadn’t looked for it there.