Whoever notices the benefits of variable AA will notice the benefits of higher resolution, whether it's typical user or not. I don't think that argument really works in favor of AA.
Furthermore, the argument for variable AA with the example of Wipeout HD, is that you render the relatively empty scene at highest resolution and only decrease resolution when things get hectic (or even maybe smooth framerate is absolutely required). And at this time no user can detect the resolution whether they are avarage joe or Quaz, as long as they are still _playing_.
I think this scenario is much more common (or should I say easily identifiable) than your example and somewhat works for variable AA argument too. However I would imagine, in addition to the smoothness of resolution change, the relative predictability of overhead as a function of resolution should make variable resolution more attractive choice for automated, adaptive techniques. Just a guess of course.
Furthermore, the argument for variable AA with the example of Wipeout HD, is that you render the relatively empty scene at highest resolution and only decrease resolution when things get hectic (or even maybe smooth framerate is absolutely required). And at this time no user can detect the resolution whether they are avarage joe or Quaz, as long as they are still _playing_.
I think this scenario is much more common (or should I say easily identifiable) than your example and somewhat works for variable AA argument too. However I would imagine, in addition to the smoothness of resolution change, the relative predictability of overhead as a function of resolution should make variable resolution more attractive choice for automated, adaptive techniques. Just a guess of course.