Most deferred engines use some sort of TAA today. Unreal, Frostbite and Snowdrop.
I find The Division to have a pretty good implementation. They seem to use a combination of TAA (with supersampling?), Sharpening and SMAA on top.
UE4’s out-of-the-box AA experience leave things to be desired. It’s not that easy to tweak, and it’s trial and error to get it better than the default.
Nvidia has done some research into AGAA and used UE4 as demo implementation. But it doesn’t seem this is available anywhere. http://research.nvidia.com/publication/2016-07_Aggregate-G-Buffer-Anti-Aliasing
Paper on AGAA: https://www.cs.cmu.edu/~kayvonf/papers/agaa_tvcg2016.pdf
Here is The Division with the TAA settings mentioned above.