Well, if the ps3 version remotely gets close to the pc version then crytek have failed, it's not to be a fanboy, but it's a fact. They are claiming to push each system, and my gpu is around 8-12x more powerful than the ps3's. So it's be hard for them to argue that they've pushed the pc in that case.
So i don't know how a ps3 version will be superior 'in it's own way'
![Smile :)](http://gamesas.com/images/smilies/icon_e_smile.gif)
maybe in the way it'll be better than the xbox (which it will of course)? but that's like saying the guy who goes on to work at mcdonalds for the rest of their life and never even becoming a manager did 'well in their own way' (i.e. they didn't).
anyways, bit more info on the problems with using MLAA when put in an engine that didn't intrinsically support it from the start (frostbite):
'I did an experimental implementation of MLAA in Frostbite 2 a few weeks ago just because I wanted to see how it looks like on moving pictures.
On still pictures it looks amazing but on moving pictures it is more difficult as it is still just a post-process. So you get things like pixel popping when an anti-aliased line moves one pixel to the side instead of smoothly moving on a sub-pixel basis. Another artifact, which was one of the most annoying is that aliasing on small-scale objects like alpha-tested fences can't (of course) be solved by this algorithm and quite often turns out to look worse as instead of getting small pixel-sized aliasing you get the same, but blurry and larger, aliasing which is often even more visible.
Also had some issues with the filter picking up horizontal and vertical lines in quite smoothly varying textures and anti-aliased that. Again when the picture is moving this change is amplified and looks a lot worse than relying on just the texture filtering. Though I think for this case one can tweak the threshold more to skip most of those areas.
I still think the technique has promise, esp. in games that don't have as much small-scale aliasing sources. But the importance of MSAA remains as you really want sub-pixel rendering to stably improve on small-scale aliasing in moving pictures.
Or some kind of temporal coherence in the MLAA filter, which could be an interesting topic for future research. In games we aren't primarily interested in perfect anti-aliasing of still pictures, but flicker-free rendering of pictures in motion.'
Meaning that MLAA is hard to work with and must be accounted for from the start, on consoles where there's no guarantee that both consoles will handle it, it's generally not worth it. Plus PC's don't need it, even if MLAA does somehow equal MSAA in every way (which it doesn't, but is a nice imitation for low resolutions) they still have MSAA.