Temporal Antialiasing
The current implementation only takes the camera rotation into account while reprojection. Because of this, the result was unsatisfactory without a combined use of temporal AA and FXAA and showed the necessity for a better reprojection algorithm.
Temporal AA + FXAA:

FXAA only:

Side-by-side comparison:

A slight color shift can be observed and seems to be caused by an inaccuracy of RGB-YUV conversion matrix.
Edges look really smooth as long as the scene stays static (r_scale is lowered to 0.7 so my PC can handle it)

Temporal AA has been back-ported to master and made available through a hidden config variable named r_temporalAA. The following problems are present in the current implementation:
- [x] The film grain effect is applied before temporal AA, which is very wrong.
- Addressed in ae12df59ccfd59bd8c107e82a9774a5426f50a07.
- [x] Camera translation is not taken into account during the reprojection pass. This results in very noticeable ghosting effects.
- Addressed in 99f3f79e7f254e8eaf793337e39db38c83b1fdb4.
- [ ] Object velocity is not taken into account during the reprojection pass. The artifacts are somewhat noticeable when you are following a player in a third-person view. Mobile objects lose antialiasing from time to time, but this is mitigated by FXAA in the current implementation.