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This article will probably help for future reference though!
I've been using MSAAx4 in my rendering engine for some time and only recently have considered switching to a FXAA / TAA implementation. I'm actually not sure I'm going to go through with that now. I definitely learned a lot here, and will probably use the analytical approach for UI items, I hadn't heard about that anywhere.
Not often you see graphics-programming stuff on HN. For anyone interested in more graphics write-ups, this list of frame breakdowns is one of my favorite resources:
TAA covers all types of aliasing, while this only covers edge aliasing.
Many modern games use monte carlo based approaches for indirect lighting and other effects, which basically requires TAA.