OpenGL guy said:If you use OGSS, then you aren't going to be able to get rid of all of those types of artifacts because your samples aren't being placed optimally. Essentially what you need is anisotropic filtering of the shader results.
While I realize what you mean, 16x SSAA isn't exactly a low sample density. It gets a lot better but it doesn't get eliminated.
Would AF on the shader cost a lot in performance (at least theoretically)?