Transparent materials don't look that good.

I’ve already suggested some extensions of alpha dithering using temporal upsampling, and since I saw it show up in a talk later (I think it was the temporal AA talk given at Siggraph last year) I know they saw them.

But I don’t know of course what any Devs decided to do with it, or what else is being worked on for transparency. A lot of people on seem to want forward rendering, but the problem with that is you don’t get to write to Z, and so it ends up looking bad when transparencies overlap (no convenient way to tell what order the transparencies overlap anymore) or when you’re using depth of field/any other Z based effect. So hopefully there’s still work being done on something more clever.