Just for the record that 8xS screenshot from the NV40 is showing a 4*8 EER; would you be willing to ignore to ignore supersampling performance penalties even more, 16x (4xRGMS + 4xOGSS) yields actually an 8*8 EER and in terms of EER exclusively it's equivalent to Voodoo5 6000's 8xRGSS.
Frankly I was hoping for a few more speculations about what those hypothetical new AA tidbits for G70 could stand for. Instead I read almost 3 pages of rechewed stuff from the past.
Yes there is a problem with NVIDIA's new angle-dependant AF algorithm, but it seems to be purely between the algorithm and applications not recognizing default "0" LOD values. I recall being amongst the first to officially document in a review said issue and speculated back then where the problem originates from and apparently I haven't been much off base either; call it beginner's luck if you please since I don't really need laurels either
It appears strictly with AF enabled and it doesn't appear due to filtering optimisations or goes away when you switch to high quality either. Furthermore even Supersampling won't cure it either, just push the problematic area by a -0.5 LOD shift further away (with 2xSSAA that is, with 4xSSAA by -1.0) and so on. If you colourize in an application MIPmaps you might notice that the forementioned problematic area is only a "band" of the size of one MIPmap and it usually appears before the first red MIPmap.
In most cases switching the negative LOD bias slider to "clamp" cures the problem; if not - and that in rare cases - a bit of extra positive LOD might be needed also. The question would be why it didn't turn up on former GeForces or why it doesn't happen on competitive products: I'll call it an "algorithmic bug" for simplicity's sake, otherwise an added driver switch for it wouldn't be really necessary.
One thing I agree with here, are Democoder's points about texture aliasing; I myself am extremely finicky with texture aliasing and way too many people out there consider "extra sharpness" as ideal. On a still screenshot and up to some degree probably yes, yet in real time motion I don't want any dancing meanders across my screen. And yes apart from any prementioned bugs (or call them whatever you want) the primary focus for hardware designers - especially with increasing shader lengths - for antialiasing should be more in the texture than on the polygon edge department. I won't deny that I'll be a sucker for a 8*8 or even higher EER, but if I get tons of texture aliasing my apetite for antialiasing deminishes quickly. And yes I can understand when Democoder says that it's often that bad that he'll rather swith off MSAA entirely.
Uhmmm wait I'm ranting again.....oooops