VR Specular Aliasing and Composite Textures

I put together a little project to illustrate my problem as pictures really wont show what im talking about here.

https://drive.google.com/file/d/0BzgVPR4xFGgjZmZQQlFCQl92Qk0/view?usp=sharing

what it does is alternate between FXAA and Temporal AA with the left mouse button and changes sg.antialiasingquality with the right mouse button. It worth playing with just to illustrated the traded offs between the two method in VR.

The highlighted area is the issue in question. With full FXAA, what im assuming is specular aliasing persists as well as using temporal AA with a quality setting of 1. Temporal AA setting of 2 and above fixes the issue but I really dont like the amount of bluring and loss of detail that that causes in the middle ground.

Now for indoor scenes postprocessing volumes using different AA methods could be used depending on the prescence of this aliasing in each room.
That way you can use the cheaper and clearer FXAA and only fall back on Temporal AA when necessary.
But for outdoor scenes thats not an option.

So a few questions,

  1. is what im seeing in this example project specular aliasing?

  2. If it is would UE4’s composite texture https://docs.unrealengine.com/latest/INT/Engine/Content/Types/Textures/Composite/index.html fix this?

  3. has anybody used this composite texture system?

  4. what are the chances of epic included a third AA option in the future that is somewhere within the middle ground of the two current options? maybe SMAA T2X?

Cheers,

Opamp