Technically I should be able to say something about this now. There will be more official information at some point on the NVIDIA blog.
Prior I had posted some images of the early R&D work towards the next version of FXAA, then went quite as I shifted my focus to finishing up TXAA for Kepler, something I personally feel is a giant leap forward. The core idea of TXAA is to do correct hardware anti-aliasing as close as possible to what is done in the CG film industry and to target aliasing in motion directly.
TXAA is based on hardware multi-sampling, a high quality sample to pixel filter, and temporal super-sampling (which is optional but provides a 2x quality improvement). TXAA supports forward and deferred rendering pipelines.
TXAA is designed for engines which want to extend physically correct linear HDR lighting throughout their engine pipeline. With TXAA, hardware anti-aliasing has perceptually smooth gradients in the cases where traditional MSAA resolve does not. With TXAA, hardware anti-aliasing still works with high-dynamic range input and with the correct color bleeding from the over-exposed areas just like one gets when taking a real photo using a camera.
For many of you, the first response will be to judge TXAA compared to other AA or no-AA filters using still images, and then remark how TXAA does look less aliased, but also looks less sharp. This is the correct response too, because it is physically impossible to remove aliasing, especially temporal aliasing, without resulting in a perceptual reduction of sharpness. Motion however is where the real battle for AA is fought, and where TXAA really starts to shine compared to all prior methods.
For those who have a problem with lack of sharpness compared to no-AA GPU rendering, and judge AA techniques by still image screen shots, I'd suggest pressing the pause button on your Blue-Ray player and take a look at one of the CG film shots in your favorite movie, and then comment on sharpness. If enough of you light up the forums I might be able to do a side project at NVIDIA where we ship a video filter which makes movies look like traditional GPU rendering in games, something so sharp that your eyes will bleed.