Well, being custom AA, the more edges to process, the more work. AvP does have a nice advantage of being almost completely dark and more of a corridor shooter. Different work loads. The AA is nice enough that it kinda hides the resolution on edges, and it's a pretty good implementation, but I have no idea what the cost is in terms of GPU power.
It would be a neat alternative for other games in that it's dynamic, so if the workload is heavy enough it disables, but an entire game generally isn't that consistent anyway i.e. some portions of the game would get the AA.
As for Reach... dunno. The temporal 2xAA in Reach is an interesting trade-off. Some of the shots I've looked at (in sequence) suggest that anything that isn't moving in screen-space still gets AA (and looks good ), but basically anything up-close is moving "fast" anyway so no AA. Makes sense if it is disabling at any camera movement. Basically it's looking for pixel movement. I had assumed the game would be showing off large vistas and environments so it could be a decent trade-off that's also cheap to implement. For example, just moving forwards, the view weapon and anything in the vicinity would lose AA, but anything that's sufficiently far enough away isn't really moving much pixel-wise and it can still get AA, but we're talking *far*. No idea what the game actually has in store, but that's the only justification really (or if you stand around looking at water all day and losing team games instead of actually playing
... no comment.)
If it weren't for the view weapon being affected, I doubt anyone would even notice (or care).
I'll see if I get a chance to check out Skate 3. In the meantime, is there a demo?