To continue from the last thread, Rollo, QC does indeed blur the entire scene. You can see this by switching b/w the 2x and QC modes in that NVNew applet you linked, and note how the textures get blurred (and therefore somewhat smoothed, as is evident in the eagle texture below the left window) with QC. Personal preference.
Lonyo, it's really user pref and possibly game-dependent whether higher res is preferable to higher AA. If you read HOCP's or AT's reviews, sometimes the reviewer prefers more AA samples to a higher res. Below 10x7, you'd probably prefer higher res simply b/c textures will also benefit, AA or not. Above 10x7 (at what we consider high resolutions), you generally have enough pixels to do textures justice, so edge aliasing may become more prominent.
xtknight, 2xOG is either 2x1 or 1x2 (XxY), as its samples lie on one axis only. 2xRG (rotated--aka jittered--grid) actually offers twice the edge resolution in both axes, as its samples are rotated and so contribute to both axes. We're talking RG here, mainly because every consumer card that did MSAA (starting with GF3, IIRC) used a RG with 2x. 4x was another matter.
munky, your screenshots show 2x doubling edge resolution in both axes (therefore it's jittered/rotated, not ordered, grid). This is exactly the same improvement in edge resolution you get going from 2x to 4x. I'd find 2x worthwhile, definitely preferable to no AA if the performance hit is minimal (which it is with modern cards). I think your 2x shot looks noticably nicer than your AA-less shot.
BTW, who asked for
2x AA performance?

(Performance relative to no AA, actually, and only on Trackmania Sunrise at 16x12 with the fastest cards available.) That link also show 4x and 6x, if possible. Note that 6x on ATI cards is a sparse, not rotated/jittered, grid. Also note that MSAA performance hit will vary game to game, depending on how much is being AA'ed.
Edit:
Here's an eye-opening post (in an eye-opening thread) showing the difference b/w ATI's gamma-"corrected" AA and nV's non-GC AA. Eventually we discover that ATI's GC AA looks better on CRTs than most LCDs, possibly b/c CRTs tend to be closer to the gamma ATI is aiming for (2.2). It's worth a read if you're curious about AA.
Also worth a read is
this paper, which explains AA and also the diff b/w OG and JG/RG AA. Hmmm, the all-important later pages (with the very enlightening screenshots) are missing. You can grab the PDF of this paper (which they prepared for 3dfx but apparently everyone and his brother are hosting)
here (more links to the PDF
here). The pics show why 4xOG is generally superior at ~45 degree angles, and why 4xRG is superior at ~0 and ~90 degree angles (which, b/c of our monitors' relatively low DPI, tend to stand out more as aliased--see p.14 of the PDF).