Unreal Engine 4.11 Preview

[= Studios;457254]
Hopefully this is all taken into account in the new hair shading, I guess we’ll just have to wait a couple of months until the documentation comes out to see :wink:

their hair, like many other things they do now, is using Masked materials with fuzzy alpha that gets corrected with TemporalAA.
but if you don’t like TemporalAA or just can’t use it (for example a project with fast moving objects, where TemporalAA is very glitchy) then you’ll be getting dither patterns which are ugly as hell (something like this, but just static). but going back to a non fully functional Translucent mode is also bad.

I really don’t like them doing this. the need for Translucency isn’t going anywhere - there’s only so much TemporalAA can do to fake it, but for water or glass…
and you’ll always have people with lower-end rigs that have to tune down the graphical settings in games, and disabling AA will happen