Originally Posted by maarten12100
Long story short instead of AA we used TXAA which causes blur and other techniques to make the game have lower requirements and therefore we can justify a bad port. (that was what I got from the video)
While it reduces aliasing it blurs the entire image as you can see in the picture above.
You understand that temporal aliasing can only truly be eliminated by removing subpixel details, right? It literally has to blur the image to achieve temporal anti aliasing. Temporal aliasing is for example shimmering or "crawling pixels" on a diagonal line. These are caused by subpixel details and you can't both retain these details and have an aliasing-free image. Also, temporal aliasing only really shows in motion so screenshots don't show the advantages.
TXAA is very similar to the AA used in CGI movies. Timothy Lottes removed all the material from his blog, but he works for NVIDIA on AA and went into a lot of detail about both FXAA and TXAA.
Personally, I'm more a fan of SMAA x4 (SMAA with spacial and temporal supersampling) because it doesn't blur as much, but it doesn't eliminate temporal aliasing quite the way TXAA does.