I think a happy medium would be good. Tropical areas are pretty fucking green when the sun's shining bright.
The blur is what it is, MSAA basically doesn't exist anymore. You either play without AA, use blur AA or use blur AA and sharpen it like a madman. I'd take back every benefit of deferred rendering to have MSAA again, but one man can't change the world.
Devs can use MSAA if they want to, lots of modern games use MSAA with deferred rendering like:
- Assassin's Creed: Unity
- Assassin's Creed: Syndicate
- Dragon Age: Inquisition (This should also mean ME: Andromeda can use it, though I haven't checked)
- Red Dead Redemption 2
- Grand Theft Auto 5
- Forza Horizon 3 and 4
- The new Tomb Raider games
- Deus Ex: Mankind Divided
- Prey (2017)
They tend not to bother with it tho cos MSAA doesn't cover all jaggies/shimmering/crawling, it only affects geometric edges which nowadays is only half the screen (or less), but plenty of games with deferred renderers have it. It's down to the devs on whether they think it's worth implementing it or not, i.e. if they're designing their graphics around temporal reconstruction or not. Like, for example, The Outer Worlds' devs probably could have included MSAA if they wanted to (no technical reason they can't), they just would never because the game's geometry is designed around temporal reconstruction from the ground-up.
EDIT: Though to be fair it might be an Engine thing now that I think about it, since I can't recall offhand any Unreal Engine 4 games with MSAA. Dragon Age 3: Inquisition, the Assassin's Creed games and Red Dead Redemption 2 are all on their own different proprietary engines.
EDIT 2: Oh, another modern AAA game series that uses MSAA are Forza Horizon 3 and 4. Another custom/propietary engine. The nuTomb Raider games also offer MSAA. Plenty of games have it. Hell, TR: Rise Of The Tomb Raider even offered sparse-grid super-sampled MSAA, something I hadn't seen in years. Another case of a custom/propietary engine.
EDIT 3: Seems I was right, a quick google search for "UNREAL ENGINE 4 MSAA" returns some stuff saying it is only supported in extremely specific scenarios and not for general purpose. The version of Cryengine used by devs for Lichdom: Battle Mage and for Kingdom c00m also doesn't support MSAA either.
Still, seems to be an issue. General purpose "engines" (more like toolkits tbh) should offer as many options as possible, not less. Rockstar's RAGE engine can do both MSAA and TXAA (even at once!) and it does both superbly. No reason other engines/tech can't do the same either.
Just another reason why Unreal Engine 4 sucks ass.