Aye, from an end user perspective it doesn't matter "much" if it's MSAA or SSAA or any other form of AA that removes the Jagged edges that crawl around distracting them from the visuals a developer is trying to present.
As long as it supports some form of AA that removes that distraction then that's a good thing.
For example just purely MSAA is "good enough" since it removes edge aliasing. However, it didn't do much with some of the other jaggies that exist with Alpha Textures or shaders, which also drive me batty.
But at least having some form of AA, it unconsciously makes me think the industry isn't moving backwards.
And with the advent of HDR and high contrast scenarios. Jagged edges become even more pronounced and irritating.
If I'm running around in a world created by someone. The last thing I want is to run around thinking to myself, "Oooh neat water. Ugh jaggies. Oooooh I like the way the ambient light works. Ugh more jaggies there. Oooooh, look at the beautiful sky. OMG, the jaggies on those mountains are horrible. Wow, neat sword and I love the particle effects on it. Ugh but it's so jaggy and the jaggies crawl as the idle animation of the guy moves it around."
Right there would be the point where I've seen enough and I put the game away never to be played again.
Yes, I realize that developers want to include faster yet more complex (simpler) ways of rendering. However, as someone that is then expected to pay to play that game. If I spend time being inevitably drawn to the most distracting things then has it really paid off? I know for quite a few people it wouldn't matter much. Just look around this forum. But for some people, like myself, it's a distraction we're rather not have to try to deal with in order to try to enjoy the otherwise great visuals someone may have created.
After all, isn't "most" of the purpose of great 3D visuals an effort to draw a person into a scene and hopefully make them forget it's artificial, at least for a little while? And what do the most to destroy that illusion? Jaggies, crawling jaggies, texture shimmering, shader aliasing and shimmering, etc.
A developer could make the most fabulously realistic and graphically advanded engine in the world. But if the distractions end up outweighing the otherwise wonderful visuals, then where do we end up?
Regards,
SB