The big boost for SuperAA over MSAA is that can reduce aliasing on alpha textures- which is due to the fact that is is also using SSAA. 8000 sample MSAA still won't eliminate anything at all when it comes to alpha textures- the GeForce1 handled this better then any currently supported mode on ATi hardware(due to driver restrictions, not due to lack of hardware).
And, man, I just miss those alpha textures
so much. :roll:
About the only remotely new game I can think of that uses transparent textures extensively is Call Of Duty and its variants, and that's built off the Quake3 engine. I guess this could be more of an issue if you like to play older games a lot, but it's not exactly the end of the world. If you HAVE to have AA on your alpha textures, well, you'll just have to buy an NVIDIA card.
I find it hard to believe the lack of SSAA is just ATI being jerks. If they could flip a switch and turn on flawless SSAA support in all their hardware, I'm sure they would. It might be due to a lack of driver support, but I find it unlikely they would purposefully restrict its use just to
not have a feature.
(The rest of this is in response to the multiple people complaining about blurriness from AA)
I like antialiasing for the most part, but it does seem to blur edges that should be sharp. Sure, without AA those edges would be more jaggy, but at least they'd be razor sharp like they should.
AA of any type slightly softens the image (either edges with MSAA, or any contrasting areas with SSAA). However, this is actually more accurate (in a mathemetical/sampling theory sense). Aesthetically, some folks don't like it, and would rather have well-defined (but jagged) edges. Meh.
If text/GUI elements are getting hit with AA, the result can be pretty ugly (since these things are already been drawn as sharp as possible, trying to use AA on them
does actually just blur them). This is usually because of a bug/flaw in the game engine or its interaction with the driver, NOT a problem with the way antialiasing works. The game *should* draw any 2D text/GUI elements *over* the rendered image, after it has been processed with AA/AF.