I think there's a difference between definition and resolution in the way you're using them. A low definition video source is a heavily filtered capture from a very high resolution scene (reality). There's no aliasing in it because the optics have filtered out high-frequency content in advance of the sampling. Here, again, though, the circle of confusion of the optics is certainly larger than a single pixel of the recorded video.
A high definition source just pushes this concept to higher resolutions.
Gaming graphics on the other hand (and not CG content for movies) have had to contend for the most part with one sample per pixel. We stepped up to MSAA and got a bit more but kept the circle of confusion for the artificial camera system at one pixel which would never happen with a real camera. Now when people try to down sample super-sampled content appropriately, gamers scream of too much blurry!
Yes, that's why I used definition and resolution - you simply cannot apply movie-style techniques to interactive game content except maybe in narrative cut scenes. Movies and Games are two entirely different beasts, like books and a debate - one being static, the other interactive. If you would use writing-style language throughout a discussion, chances are people would consider you quite odd.
Take for example the defocus/depth of field that directs your attention to or highlights a particular part of a scene. In movies, that works well, since it's literally a rigidly scripted sequence of events that the writer and director laid out that way deliberately. In a game trying to create a convincing environment, however, all this focusing stuff did not yet work (of course I can only speak for my personal impression) quite nearly as well, since the game cannot know where you're looking with a few exceptions.
That being only an example for my point which is: A game is not a movie.
In a game, you use tricks to convey a high definition of detail but your source material is limited in resolution - even the multi-million polygon-models in 3D-modelling programs are. Normally, you derive a fairly convincing overall representation of your object from that plus normal and whatnot-maps, which you apply later on in order to increase detail perception. This in conjunction with a sensible LOD system leads to more details in the foreground than in the background of a scene - but it costs you. Neither the creation of that system itself, it's management overhead nor it's actual application is free. Now you have a scene, that's (hopefully) as detailed as the programmer envisioned it, who - again hopefully - had Nyquist in mind at least a bit. That would give you maximum details with little or no texture aliasing. When you upsample this, Nyquist shifts in his grave as does his theorem and you have more detail available until shimmering starts. You already paid for that through upsampling, remember. And now you downsample again without adjusting the possibly higher level of detail first, that is, you're using inferior source material.
And that's what "too blurry moaners" - at least I - do not like about this.
With regard to TXAA and the screenshots posted in the opening posts: Assuming they are legit, it seems to me, there's neither super- nor (A2C-) multisample-AA going on, otherwise those fences would not look as broken as they did. As it stands, for me those shots look like there's only an FX/MLAA-like filter and no higher resolution, aka higher quality source material from which the downsampling took place.
I compiled two different parts of the scene from the shots in the opening post to show what I mean - they are enlarged by a factor of 2 with no resampling.
http://imgur.com/TgFL2