How would you do that? We are in more or less totally programmable waters now. Will you go to developers and say: "You can do whatever you want, but please for the love of God, don't render anything else then images into render targets"? Games do alot more complex algorithms today then they did in Voodoo 3 era. Ideally every application would be aware of AA and present you with a nice option to enable x sample AA and only create AA render targets only when it actually can.Correct, but what I was saying was that dx could've been written so that the things conflicting with forced aa could be changed, removed, or replaced with something else that didn't conflict.
What's preventing anyone right now not to implement 4x RGSS from D3D side? Nothing. Performance is a huge problem though. Compression doesn't help much as others have already told you. You also need to take into account 4x the pixel shader power requirements...I do know that as it is now, it's not possible for aa to be forced 100% of the time and work perfectly. However, Microsoft could spec the next dx version to allow 4x RGSS thru HW(ROPs?) if they wanted to, right?;
That's why instead of going brute force a ton of other features were brought into hardware. MSAA for edge AA, anisotropic filtering to improve texture detail inside triangles, TRSS/TRMS to improve edges resulting from transparency (texture kill, alpha tests)...