The more I think about it, the more I'm inclined to suspect that it is indeed a fact that 4K + full scene 8xSSAA is impossible on any currently available consumer GPU solution at playable framerates.
The problem is that you're trying to use this completely open-ended criteria. There's practically no limit to the resolution one can use, or the amount of AA one can pile on to a game. The equivalent would be if I expanded my criteria to include all potential .ini modifications etc. You can't tell me, with a straight face, that playing a game with 4K + 8xSSAA is as realistic a proposition as playing a game with all it's in-game detail* settings configured to their maximum values
I think I had settled on 4xSGSSAA. I spend hours testing various AA schemes before I gave up on my first Haswell system (courtesy of Asus' z87 RTC bug), and now I'll have to do it all over again because I neglected to document the outcome.
I don't suppose you've had any success with SGSSAA in DX10? As I remember it, I was having difficulty with blur, and looking through my my screenshots, all the ones with SGSSAA were taken in DX9.
*When I say 'details', I mean standard finite menu options like draw distances, physics, etc, excluding the potentially infinite realm of resolution and filtering. Sorry if this wasn't clear. I wouldn't call something like AA 'detail', as it doesn't add any new detail, but enhances existing detail (not to downplay it's importance). I guess one could argue semantics (eg. higher resolution can resolve finer, and arguably 'more', detail purely by virtue of having more lines) , but I've now outlined my use of the terminology.
I agree that SSAA represents a massive improvement to IQ in transparency-heavy games like Crysis. It's difficult to really appreciate the value of it until you've been playing with it on for a few hours and switch back to the crawling mess that was before.
But I don't agree on the objects being negligible, and I don't know why you choose to compare that setting to SSAA, which is entirely GPU dependant. My last post was clearly relating to CPU dependant settings. You don't 'give up' CPU intensive detail for GPU intensive filtering.
I can definitely sympathise with that. My problem is that I want it both ways, and I guess that dooms me to perpetual discontent.
I also agree with you on the low res testing, but for slightly different reasons.