As suspected in the initial MFAA reveal where the pros/cons are discussed:
"The problem with this ever moving sample pattern is that sometimes you can see it moving if you look closely enough at it in-game. NVIDIA is assuming you are playing the game though, and not actually staring at jaggy lines on the screen. But the fact remains, in high motion, or quick scene changes this kind of effect seems to disappear creating aliasing, the exact thing MFAA is trying to fix."
So it depends on the user, some will not be bothered by aliasing during motion, while others would. I use AA to reduce crawling, shimmering and aliasing artifacts during motion, this would definitely bother me.
"We think the future of AA is in shader based AA like SMAA. Small performance costs, similar to 4X MSAA, and anti-aliasing everything in the frame. We think NVIDIA and AMD both should invest in technologies such as SMAA and improve upon these for games. MFAA to us seems like a step sideways, rather than a step forwards in AA technology."
Also, it's strange to see [H] recommending SMAA over other AA methods, since its a post-AA filter. Why is it that other post-AA filter blur so much but SMAA has minimal blurring but still great AA & performance? It seems to be there's zero downside to SMAA.