There are no details at large distances. Yes it draws the models at quite a far, but they are extremely low poly (as they should be to decrease the demand on graphics) but lets be honest - there are no details. details appear only when you get closer. Park in a station and look at the opposing site of the end of it - then fly closer and closer and observe the detail popping in. The drawing is too noticeable and bit of blur would do no damage. Maybe it would even make it less noticeable.
Of course ideally it would draw at large enough distance not to be so noticeable, but that option isn't there at the moment and is really missing in my opinion.
Perhaps details was the wrong word to use? ED still draws a very large number of objects including massive complicated ones (like the stations) and has a very long draw distance - far more than most ground based games (which often obscure distant objects with those close up).
Post processing AA can erase (or at least reduce any definition) of objects at a distance. Sometimes you need to apply different types or amounts of AA on surfaces that are close up to those at a distance.
The Temporal demo does not show much (if anything) at a distance - it is all fairly close up. This allows it to apply the same processes across the view without having to worry about with the same AA that makes close objects looks so go blurring distant objects.
I am not suggesting it isn't good at what it does only that you cannot assume that because it looks good in a very cleverly and carefully made demo (which is of course designed specifically to show off Temporal AAs strong points and avoids anything which does not), that is suitable for every game or every situation.