Originally Posted by meetajhu
Never ever compare any AA to SSAA. SSAA is top of the hill and none of the AA's are even close to it. MLAA is console technique and is post process AA which is joke to PC community
Spoken like a condescending know-nothing know it all. MLAA is a very effective technique, and quite impressive when you cut through traditional assaults of it of "smoothing" out the textures (aka blurring). It doesn't blur, or cause loss of detail, in textures. [H] has done some very good work on screenshot comparisons between it and varying alternative AA modes. This contemporary performance update via the 11.8 driver is a much needed upgrade, considering the similar benefits as seen with the fast-approximation technique that is, all things considered, a rock solid rock your socks method of diminishing jaggies at negligible performance impact.
One overlooked advantage of the quality-comparative MLAA & FXAA mode is the capability of enabling MLAA on every single title in any of the 9, 10, & 11 DirectX platforms. OpenGL, too. Considering if all else fails, you can default to this MLAA option? It's a heck of a benefit, in spite of the naysayers condemnation (many, but not all, of said naysayers have yet to implement the method & oft speak from a biased and/or ignorant perspective). That said, the FXAA alternative is better, but simply doesn't have enough title-penetration to serve as competitive option (just yet).
SSAA has it's own set of side-effects that amount to less than perfect rendering. The least of which not being the performance hit. I love the mode, but this inane worship of it is detached from reality. MLAA is a full-screen anti-aliasing mechanism, including acting on transparent textures, which does make it a viable competitor. I'm hoping this update pulls the performance impact up from "severe" - which has been, all things considered, a very apt description of the effect (particularly in Eyefinity resolution). Lessening that impact by 20-25% would be huge.