Supposedly, techniques that selectively only apply multi-sample antialiasing (...or "sub-pixel rendering", if you prefer) where really needed (On polygon edges; Textures have their own filtering and mipmap setup) is a bit of a no-go with deferred rendering, which is becoming more and more common, because it offers its own set of benefits, and is used for much of Elite Dangerous. (...although there is a mix, I believe; Some bits do use an older-style "forward" rendering paradigm, apparently, and they can have it).
Hence the deep-rooted and not easily dismissed need for full-screen supersamling, at the moment.
You conceivably run into another problem, though, when you increase the render target size, and that is that you could also inherently jump to a higher LOD level, which will bring new geometrical detail into the view. This is delightful, actually; More detail - Yay! Problem is that all those new edges - often anisotropic to the view, in relation to one another*, appear over such a small area, that they end up just as shimmery as the larger-scale detail was before its rendering sub-pixel, so now you have additional aliasing that wasn't there before.
John Carmack wrote an article recently, where he pressed the particularly high importance of antialiasing in VR (...where any impression of discrete transitions will doubly mess with your sense of scale, and movement, and world stability), and suggested several techniques to combat jaggies, including some things that can feel a bit like surrendering to obsolete obfuscating techniques, such as not relying on geometrical detail for distant things, but rather use simpler objects, which defer any edge detail to alpha-blending textures instead.
Personally, I can't wait until raytracing becomes a viable option for realtime graphics. Coupled with eye-tracking, its per-pixel nature, and suitability to parallelisation, should be able to come into its own.
* Try this: Open a pixel art program, and use its line tool to draw a line in a random, non-orthogonal, direction, with antialiasing off. Then draw a second line, in another colour, really really close to the first one - so close that the lines are practically less than a pixel apart, centre-to-centre (just offset them somewhat along their lenghts). What you wind up with, is essentially exactly the same non-contiguity as you see in Elite, where two polygons in, say, a cylindrical strut, are drawn closer together-, one after the other, -than the bitmap they are drawn on can accomodate without antialiasing.