hope you don't mind if i return to an older subject from this thread. i just cought up on the whole talk of SSAA through camera jitter, and i don't think the trick would be plausible. let me explain why.
jittering AA is based on miniscule pannings of the geometery in *screen* space. that requires one essential thing - fixed precision of the jittering offset as per screen space. jittering the camera does not do that - it operates in world space, prior to applying perspective division. so what that means is that the jttering effect would vanish with increasing distance from the front clipping plane - things on the front will receive jitter, while things in the back - won't. that could be countered through 'inversing' the perspective effect for the jitter offset in the vertex shader, per vertex. not accounting for the performance implications of that (essentially, it won't be free), that takes us to the second issue with this approach: *fixed* precision.
floats are not good at fixed precision. namely, their precision drops with increasing the magnitude of the number. that's why all jittering SSAA solutions i'm aware of apply the effect in fixed-point precision, in (or near to) the final stages of the vertex pipeline - screen-space mapping. what that means for the camera-jitter approach is that the effective jitter, even if applied per vertex in the vertex shaders, will not be constant across the depth range of the camera frustum. or simply put, your jitter will, erm, jitter with varying distance from the camera.
what does it all mean? that (1) the approach won't be fee when used with perspective-projection cameras (could be free with ortographic, though), and (2) regardless of the projection type, the effect would exhibit artifacts, depending on the depth span of the view frustum, so the frustum will have to be tweaked and tuned to minimise that. IOW, the approch would be free neither computationally, nor in terms of implications on the graphics pipeline design.
last but not least, StarFox demo was confirmed to be running in 3D, which makes the camera jittering even more complicated (or flat impossible, depending how you look at it).