SRAA needs higher resolution normal and z-buffer, so it is pretty clear that they are going for 'proper' sub sample edge detection. (thus no texture blurring.)Interesting, really curious to see this in action, or at least explained in more detail. If anyone implements mlaa on pc they hopefully will offer the option turn turn it off as I don't want it on until they offer at least a sub pixel solution, but ideally also a solution that leaves texture detail alone as well. But sraa sounds promising. Bold statement though in Nebula's link where they claim it's equal to a high level of super sampling. We'll see. Their quick blurb doesn't mention though if it leaves texture detail alone and only works on real edges, that could be a bummer but I guess we'll see on that as well. I'm crossing my fingers and hoping we have a new post process aa standard here that doesn't muck with textures and add edge shimmer.
I do not see how they would archive a quality similar of SSAA, but MSAA like quality is certainly possible.
Currently this sounds quite close to CSAA for deferred renderers, basically first render image, find coverage and blend accordingly.