Yup, deferred rendering. It's one of many, many interesting and useful rendering styles that is incompatible with the driver trying to screw with your buffers and settings behind your back. You can tell that I'm not a fan of control-panel-forced stuff (except for super-old games that predate the API flexibility to cause something like forced AA to screw up).
IMHO control panel AA, AF, "adaptive AA", LOD biasing/clamping and arguably even gamma correction on AA resolve, trilinear/aniso optimization and a host of other things have no place in DX9/10+ applications and hardware. I cannot count the number of times these things have screwed over perfectly legitimate algorithms and caused users no end of pain. Seriously, I'm grateful that Microsoft has tightened up the spec on stuff like this in DX10 and beyond.
Sometimes they're clever enough to turn themselves off when they detect an incompatible style of rendering, but that's not always possible. Still, if you force stuff from the control panel, you're completely on your own... consider yourself lucky if you game runs let alone renders properly