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Not all types of anti-aliasing work in all games.
Supersampling almost always works, but it's performance demanding.
MSAA and similar work well with most older games, but they miss certain transparency objects (need transparency AA paired with it to get them) and don't work well with new games.
TAA works a lot of the times, but has tradeoffs, such as "ghosting" on slow moving objects, or reintroduction of aliasing in motion.
FXAA... well, it exists. It's more of a vaseline filter than antialiasing and I can almost never tolerate it (at least on its own) but it usually has an effect and you might find that preferable to jagged edges.
In the opposite direction of supersampling is upscaling/DLSS/FSR, as well as AA modes using the same type of tech, such as DLAA (not sure if AMD has an equivalent yet).
Usually "control panel enforced" is traditional methods like MSAA and that doesn't often work, especially with newer stuff (and by "newer", this can mean stuff from the 2000s and onward; Halo CE with deferred rendering was sort of the first "big" title to not be effected by MSAA I think).
Most of the time, it's simply the games themselves. MSAA, which is the one the drivers try and force as far as I know, is one that doesn't work with a lot of modern games.