I'm finally working with eevee in blender 2.8 beta and initially I was so blown away at how high powered it was, thinking to myself "is this the end of waiting a whole week to render 1 minute of footage in cycles?", but of course there is a catch that comes with not using light ray tracing for rendering. When testing a glass refraction material with some chromatic aberration between the two engines I ended up with completely different results:
As you can see cycles does the proper glass refraction, but is littered with pixelated fireflies while Eevee look smooth and pretty but has a completely inaccurate refraction that doesn't even show any of the backside edges
So that leaves me with 2 questions:
How to have eevee render with proper glass refraction / light ray tracing for glass and liquid materials
How to Render glass in cycles so that it ends up smoother and not so pixelated and fuzzy
Ultimately I want the smoothness of the Eevee render with the realistic refraction of cycles. I appreciate answers for either engine since I will likely be using both depending on the situation.