Not particularly convinced by these ones, but the others ones I definitely expect. Whether there will be huge differences between console versions and PC versions is another matter. The thing is AA is not so much of a problem anymore, as demonstrated by Infamous, so I am interested to see how PC versions will differentiate themselves. I don't think devs will expend anymore energy on differentiating as they did this gen though. Differences will be more substantial 3-4 years from now though as the baseline is raised.
Infamous SS might be really clean to a console gamer's eye, but I still notice lots of shader aliasing and I'm not satisfied. I like to use a combination of MSAA and SMAA (or sometimes FXAA depending on the game) or super sample anti-aliasing, TXAA, or downsampling.
Also, just because SMAA works decently well in this game doesn't mean that it will achieve the same results in other games. SMAA works best with highly contrasted edges and Infamous SS is a very colorful game with high contrast so it's essentially a best case scenario. It also uses a lot of motion blur, depth of field, light shafts and other lighting and post process effects that tend to help conceal the aliasing.
I don't agree that devs won't differentiate PC versions as much as last generation. I'm seeing quite the opposite. This is the very beginning of the generation, which is the time when consoles are nearest to high end PCs that they will ever be, but all of the multiplats I have played so far--Battlefield 4, Thief and AC4--all look quite a bit better on my PC than on my PS4. And like I said, this is the very beginning of the generation. The gap is only going to widen over time.