Came accross this website that has a massive list of different antiasing technologies
http://www.dahlsys.com/misc/antialias/
For example
MSAA
Multi-sampling Anti-aliasing
In a pixel pipeline, the final color of each pixel on the screen is determined by taking into account samples from Shader, Texture, Color, Depth and Stencil resources. Of these, Shader samples are by far the most expensive (slow to calculate) because the source of these samples are calculations done in software by an arbitrarily complex program that runs on the graphics card, called a Shader. Texture samples are also somewhat expensive. So, while SSAA retrieves the same amount of samples from each resource, MSAA lessens the load on Shader and Texture resources by only retrieving a single Shader, Texture and Color sample for each pixel regardless of how many Depth and Stencil samples are retrieved for each pixel.
The result is that, compared to SSAA, MSAA runs much faster but it smoothes only the edges of polygons. It does not help for the internal areas of polygons as those are based on samples from Shaders and Textures.
FSAA
Full Scene Anti-aliasing
Describes any AA technology that works on the whole screen. This is as opposed techniques that work on parts of the screen, such as TrAA.
TSAA
Transparency Super-sampling Anti-aliasing
Like TMAA, but uses SSAA instead of MSAA for the flat pictures
Much much more examples in that link for anyone wanting to read up on some of the references made on this page. Im curious how Dice will move forward with their Anti Aliasing with both PS4 + X1...