Lumberyard added Raster Order Views, a hardware dependent feature that is never the less very neat, if only useful if you’re working on “next gen” games.
Otherwise OIT is too finicky, and costs way too much, to totally deal with. There are other things to do: Alpha Distribution is a nice hack that’s basically an improved dithered transparency/translucency. Can easily see it as an improvement for hair/grass/etc.
There was also a very nice blog post about “depth proxies” that I can’t find for the life of me. I know it was a blog, done by I believe a programmer from Eidos Montreal, that had previously done a blog about deferred textures, and yet I can’t for the life of me find it again. It was one step below OIT, about using a point (or was it a plane) stored depth per object instead of per pixel to approximate depth, allowing for better translucency/volumetric fog interaction, among other things. If anyone knows it they could link it.