Subsurface Scattering (SSS) when using forward rendering

Hi,

We are told to use forward rendering for VR as it allows the use of MSAA but at the same time we lose a lot of the deferred shading features such as subsurface scattering

What options do unreal developers have when it comes to having realistic skin rendering under a forward rendering setup ? Are all unreal VR games not using any realistic SSS?

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