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This article will probably help for future reference though!
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.
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:
https://www.adriancourreges.com/blog/