[=;457298]
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
Alternative for hair is per pixel linked list and sorting. AMD has TressFX and Nvidia has Hairworks for this. Both look really cool but are pretty slow. Transparency isn’t solved problem.