The sim does have problems. Understanding the reasons behind the problems can help understanding why they take so long to get fixed.
Or we can just pretend that the gameplay mechanics and view distance requirements of a 3rd person, low altitude camera game are the same as a flight simulator so we can complain a bit more, to no feasible gain might i add
It's pretty clear from the preceding posts that AA today is a whole lot more complicated to implement if we want DX10 and above special effects, plus the separate pros and cons of each method factor in the choice of the implementation depending on the requirements of each gaming engine.
And since people have selectively short memories, let me refresh them a bit by citing an example of a currently successful sim: Does anyone remember RoF a couple of years ago? Shimmering land textures at distance, no AA and no dual-GPU support. Does it sound familiar maybe?
Most of those problems took about 18 months to sort out, with a team of comparable size to the CoD project and a product that had a more "aggressive" marketing model (meaning, an incremental yet near constant cash flow during the first few months).
In other words, if we want AA done correctly without having to buy add-ons on a per-flyable basis we have to either give them time to work and welcome the fact that a sequel is in the works to boost their cash flow, or code it ourselves.
I don't mean to sound harsh here, it's the realities of flight sim development that are harsh.
