Talking about a new Anti-Aliasing solution, based upon a method the PS3 is known for...
Fullscreen Pictures can be checked out at www.Battlefield3.nl
With this AA technique, DICE gets the similar results to 16x Supersample AA at a fraction of the cost. The MLAA-style postprocessing is what PS3 exclusives use for AA, so it's highly likely this method came to be thanks to RnD for further optimization of the PS3 version.
We introduce a new technique for subpixel reconstruction antialiasing(SRAA). The core idea is to extend the success of MLAA-style postprocessing with enough input to accurately reconstruct subpixel geometric edges. SRAA operates as a postprocess that combines a G-buffer sampling strategy with an image reconstruction strategy. The key part is to sample the shading at close to screen resolution while sampling geometry at subpixel precision, and then estimate a superresolution image using a reconstruction filter. That superresolution image is then filtered into an antialiased screen-resolution image. In practice, the reconstruction and downsampling occur simultaneously in a single reconstruction pass. Our results demonstrate that SRAA can approximate the quality of supersampling using man using many fewer shading operations, yielding a net 4-16x speedup at minor quality degradation compared to shading at each subpixel sample.
If the PS3 version looks as good as these screenshots suggest... just WoW! And all of that stuff is supposedly destructible too...