Maybe MSAA trick + quality of blur pass for edge AA?
Anyone checking if PS3 version got dynamic AF, should be 0-8xAF while the shadow filtering IIRC uses half the samples of 360 to blur the edges so that might explain a bit the shadows for PS3 version. Also check if GI is even in for console demo as th configs in beta specifies to disable GI in multiplayer. One part where GI is present in is for example around some of the vegetation houses "tubes". On the outside. For reference material use e_GIAmount 16/e_GI 0/1. SSGI method is not functioning in beta AFAIK but it uses other realtime GI method. Cant check.