Hair is here, workbench experimentation, upcoming building changes, and more.

You can expect much crisper results and less blurring in motion, at roughly the same cost as SMAA. The convar has been reset (now "graphics.antialiasing") and TSSAA is now the default option.
These change should give us a nice FPS boost on mid-to-high range machines. Potato machines are probably bottlenecked somewhere else already and, while it surely helps, it might not result in immediate performance improvements.
The only drawback of this approach is that it introduces a single frame delay in culling results. However, there are some ways to mitigate the issue using prediction techniques and I'll be addressing it during the next couple of weeks. I believe it's definitely worth the tradeoff. Please note that closeby entities are not affected since they're not culled and always marked as visible.