> Or at least, you can do that if you still care about MSAA. :)
I am a huge fan of all traditional forms of supersampling, intra-frame-only anti-aliasing techniques. The performance cost begins to make sense when you realize that these techniques are essentially perfect for the general case. They actually increase the information content of each pixel within each frame. Many modern techniques rely on multiple consecutive frames to build a final result. This is tantamount to game dev quackery in my book.
SSAA is even better than MSAA and is effectively what you are using in any game where you can set the "render scale" to a figure above 100%. It doesn't necessarily need to come in big scary powers of two (it used to and made enablement a problem). Even small oversampling rates like 110-130% can make a meaningful difference in my experience. If you can afford to go to 200% scale, you will receive a 4x increase in information content per pixel.