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https://url.gt500.org/TAA
BTW DLSS applies TAA and Sharpening at the end of the upscale process.
See the info and example screenshots/videos at the link I provided (it redirects to a Reddit thread):
https://url.gt500.org/TAA
If they haven't got it in by now The_Riddick, I doubt it's coming. They've been working on that engine for a few years now.
Also, don't compare FXAA to SMAA. FXAA is a blur fest, whereas SMAA is reasonably clear (as long as they don't add any "temporal" nonsense to it, like Call of Duty does).
My preferred Anti-Aliasing these days is Intel's CMAA2 (Conservative Morphological Anti-Aliasing 2.0) as it's slightly better than SMAA, has the same performance cost, and has the same clarity. I also tend to add multiple types of sharpening on top of that, as I usually like sharper graphics than games provide by default.
If the Anti-Aliasing in the game is currently bad, then they will obviously need to fine tune it to better take care of the aliasing. For the time being you can use ReShade to inject CMAA2, which is part of the "Insane Shaders" collection by Lord of Lunacy. It's slightly better than SMAA (although not significantly so), and you can add FXAA on top of it to smooth things out and get rid of some of the brighter pixels if there is too much shimmering for you.
Granted I think someone makes a TAA shader for ReShade as well, and Lordbean has his popular "HQAA" shader that you can add which combines SMAA and FXAA with a bunch of tweaks (including some sort of "temporal" processing) and which is supposed to provide better results than SMAA or FXAA alone:
https://github.com/lordbean-git/HQAA