4.15 p1 MSAA capped at 4x in Forward Renderer?

So I was excited to see that alpha to coverage is now working in 4.15p1, however when I was attempting to up the quality of msaa I found that it seems to be capped at x4 for some reason. Typing r.MSAACount 8 into the console completely disables MSAA.

Is this a bug or is there a reason why MSAA is currently capped at 4x in the forward renderer?

I’m curious about this as well, 2 and 4 work (and 1 will fallback to TAA). 8 will just disable the whole thing.