On the subject of AA, I actually find that SMAA is preferable to FXAA for use with downsampling simply because it doesn't exacerbate temporal aliasing as much as FXAA tends to. As I am VERY sensitive to temporal aliasing, anything that makes it more noticeable is automatically out of the running.
Speaking of temporal aliasing, so far nothing has proven to be as effective at getting rid of it as TXAA for the performance hit. SGSSAA is of course superior but hits the frame rate much harder. I wish every developer would implement TXAA into their game at least as an option...
Yeah, this is pretty much where I'm standing. I'm not seeing what could possibly justify this much memory usage in the videos and screenshots. If it looked Crysis 3-level with an open world it would make some semblance of sense, but... well... it doesn't.
What is Monolith doing?