temporal NOT = MSAA, you will get alot of side effect if it isn't done properly. It works ok for DMC4 because its a 60 fps and fast pace game, it hides jaggies in static screen and also help hiding alot of the texture shimmering, but it also introduce a ghosting effect if you pay close enough attention, also blur the IQ quality quite a bit. Lost Planet is also using the same trick on PS3, because its a 30 fps game, the trick doesn't blend well enough and makes everything looks horrible, not because its a low budget 6 months port .
http://forum.beyond3d.com/showpost.php?p=1244934&postcount=2
"1) On RSX, FP16 buffer + MSAA is not available, and the jaggies were deemed unacceptable for the final image quality wanted for MGS4."
MGS4 using a smarter way to do it where it turns off the effect when the camera move, so the game doesnt have the same ghosting effect; I believe this has already been discussed.
Temperal AA works good in very high frame rate, when ATi use it the effect only kicks in when the frame rate is above the V sync and also have atleast 2X AA turns on I think. RE5 is a much slower pace game and only run at 30 fps, that is the problem, if Capcom use it the same way as DMC4, it would ended up looking just like Lost Planet. Unless they can get RE5 to run at 60 fps on PS3 or does it the same way as MGS4, turn it off when there is fast camera movement, but that would be basically no AA, compare to the clean 360 version look. Unless Capcom go the same route as the Sony 1st party and use nao32 HDR + MSAA, both version might ended up looking a bit different.