Thanks, Drayvn. The OEXR site states that "OpenEXR is a high dynamic-range (HDR) image file format developed by Industrial Light & Magic for use in computer imaging applications." The About page similarly states that
ILM decided to develop a new HDR file format with 16-bit floating-point color component values. Since the IEEE-754 floating-point specification does not define a 16-bit format, ILM created the "half" format.
So it's just a file format. FP blending doesn't appear to an OpenEXR-specific technique, but rather a general one that can be applied to many formats, OpenEXR's among them.
I recall that David Kirk said as much WRT HDR and AA in a recent interview, but the folks at B3D don't think that's correct. IIRC, nV applies AA at the very end of the rendering process, so I'm not sure how HDR affects that. I'm also not sure how the higher-precision/-range variables and frame buffers affect the rendering order, but maybe tone-mapping is a problem.
If Xenos allows for AA with FP buffers, though, then maybe Kirk was just poo-pooing something his GPUs don't yet have (like he did with gamma-adjusted AA or unified shaders)--as a businessman, not as an engineer. We've seen him play a little fast and loose with NV30, so it wouldn't be new. I still believe (but that's all--I'll be the first to admit I'm not fully versed in 3D) it's a question of engineering resources, not the rendering process.