I'm not entirely sure I understand your problem, but I'll take a stab at it.
True AA is not available, since ED uses "deferred rendering". There are some in-game AA settings, which filter (smooth) the edges somewhat and are very difficult to distinguish from each other. It sounds like you might have an AMD graphics card, which might not support some of these filtering modes. Supersampling helps somewhat, but has a huge performance hit. The AA problems are worst for low resolution displays (including VR), but are still bothersome on my 4K display. Temporal AA is cannot be added via reshade or sweetfx or gemfx; it must be done at the engine level, since in-game objects must be tracked.
NVidia drivers support "Dynamic Super Resolution", which is supersampling for your monitor's native resolution. (NVidia 4x DSR is 2x supersampling; the marketers are counting 2*x and 2*y, whereas ED calls that 2x.) Theoretically, you could use in-game supersampling = 2.0 and DSR = 4.0 to get a reasonable level of AA, but this will cut your frame rate by a factor of 16 (100 fps drops to 6 fps) and your video card will need to have a LOT of memory to handle the significantly larger buffers. You'd need a current framerate of 960 fps at your monitor's native resolution for this to be a reasonable solution.
This is why I want temporal AA. It's the only solution to get decent AA at a reasonable framerate.
TL;DR ED has bad aliasing problems with no good solution. Supersampling == 2.0 helps a little, but will cut your framerate by a factor of 4. That is, 100 fps drops to 25 fps. Temporal AA is the only reasonable solution.