Glass refractions in Eevee vs Cycles 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:

Cycles


Eevee


As you can see Cycles does the proper glass refraction, but is littered with pixelated fireflies while Eevee looks smooth and pretty but has a completely inaccurate refraction that doesn't even show any of the backside edges.

So that leaves me with two 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.
This is because of Eevee being a Real-Time Render Engine and it has to take shortcuts with materials such as glass.
Cycles on the other hand is a Ray-Tracing Render Engine which will give more accurate results compared to Eevee.