[=Majority;219751]
Thanks,
I think Cryengine is using both, with a modified version of Forward Rendering, that explains amazing looking foliage achieved on cryengine compared to UE4
I think Unity is also using Forward and Deferred Rendering.
I really hope that UE4 brings more support on foliage rendering and vast terrains, that is only reasons holding me on cryengine.
Regards
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They have mentioned there will be a Material-based forward rendering solution for translucent surfaces added in a future release. latest version from branch on GitHub has SSR for translucent surfaces implemented, which I have tested with some pretty good results already. It is likely still an early work in progress, but it looks like it is being worked on.