FXAA 4.0 is still a work in progress. No stills this time, and much of the prior shots would have changed by now. Updates as of this weekend,
(1.) FXAA 4.0 will have a new spatial only algorithm for those who cannot integrate with the temporal filtering. There will be multiple quality/perf levels. The spatial algorithm is part of the temporal algorithm. It contains no searching, supports dynamic output resolution, and works really well mixed with hardware filtering (like MSAA).
(2.) I've come up with a new aliasing detection filter, one that completely eliminates filtering from areas that have no aliasing. As prior this only depends on color input, uses same texture fetches as prior, but now it can be set to filter edges only, and avoid texture detail. This will be on sliders for developers to hand tune. Bottom line, no more loss of detail, as was a common complaint with FXAA 3.11, and no need for a depth based edge detection pass.
(3.) I'm very close to managing to extend both the quality and edge length of the 9-fetch spatial algorithm (same number of texture fetches as FXAA 3.11 Console) to almost match the default medium FXAA 3.11 PC results. Managed this via some very smart limiting of the filter results.