Another one of those rabbit hole topics that gets more and more complicated the deeper you look
Just as not all games are equal (geometry density, fluttering blades of grass vs big slab of wall, realistic, cartoon, transparencies) not all TAA solutions are the same or tweaked per-game or scene by scene to minimise the negative side effects.
The higher the game’s temporal (framerate) and spatial resolution, the less gaps there are that need to be compensated for with TAA and motion blur.
Motion blur can still be added to ultra high framerate game for a more ‘cinematic’ appearance, even though we don’t normally (or ever) see movies shot at such high frame rates with or without shutter blur.
Fun detour because I’m bored of thinking about this now. Gemini Man at 4K120 without shutter blur. So crisp, so clean. Tremendous.