Order Independent Transparency

It’s hard to find how Black Ops does OIT, other than the fact that it seems to cost a good amount of performance as well.

As for Alpha distribution, it’s just dithering with a better representation of thickness based on distance than naive dithering. Point is, it’s an improvement for nigh zero performance cost.

As for other OIT, I guess I just don’t personally see the benefit of a bunch of complex, costly code for making translucency (which is costly itself) look nicer. Especially when particle sorting and depth proxies can eliminate a lot of the artifacts already present with such for much less rendering cost. Sure, it doesn’t help with hair, self intersection, or grass. But looking at titles like FFXV, which use translucent grass, I just don’t see the benefit of the translucent grass having nicer AA than alpha test grass when the far more obvious and glaring omission is that it vanishes entirely not far from the player.

But hell that’s just my opinion. I’m sure for someone at least there’s a good case for OIT.