No, you got me wrong here.
Like SGSSAA, OGSSAA (4x and 9x) won't look blurry as long as the result is an internal resolution that is higher then your display's resolution.
Remember that the SSAA factor multiplies the internal resolution.
Low resolutions can look rather blurry with AA, and also we're upscaling the image then.
(They really should rename the "2xInternal resolution"-option to something like "2x2 Internal resolution" or "2x/2x Internal resolution", and accordingly for the other factors. Then it would be more clear what is actually happening. Some mouse-over explanations wouldn't hurt either.)
Where OGSSAA is broken, is F-Zero GX in DX9, at least in Dolphin's 4.0 version.
It works on edges, but on textures, no AA seems to be applied at all.
Such issues can always happen in emulation, so it's always good to have alternatives...
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Edit:
Another thing to mention is that SGSSAA also works with coverage samples (CSAA).
For optimal quality, match the number of color samples (and only color samples, not the total with the coverages samples added) to the SS-factor.
This raises edge AA-quality even a little further (how much, depends on the game/scene).
I'm not quite sure if this works for Dolphin's DX11-plugin by enhancing it in the drivers (not tested yet, but it could work).
Also, OGL has built in MSAA with CSAA, but i still have not gotten any answers about the number of color/coverage samples for each option.
Like SGSSAA, OGSSAA (4x and 9x) won't look blurry as long as the result is an internal resolution that is higher then your display's resolution.
Remember that the SSAA factor multiplies the internal resolution.
Low resolutions can look rather blurry with AA, and also we're upscaling the image then.
(They really should rename the "2xInternal resolution"-option to something like "2x2 Internal resolution" or "2x/2x Internal resolution", and accordingly for the other factors. Then it would be more clear what is actually happening. Some mouse-over explanations wouldn't hurt either.)
Where OGSSAA is broken, is F-Zero GX in DX9, at least in Dolphin's 4.0 version.
It works on edges, but on textures, no AA seems to be applied at all.
Such issues can always happen in emulation, so it's always good to have alternatives...
---
Edit:
Another thing to mention is that SGSSAA also works with coverage samples (CSAA).
For optimal quality, match the number of color samples (and only color samples, not the total with the coverages samples added) to the SS-factor.
This raises edge AA-quality even a little further (how much, depends on the game/scene).
I'm not quite sure if this works for Dolphin's DX11-plugin by enhancing it in the drivers (not tested yet, but it could work).
Also, OGL has built in MSAA with CSAA, but i still have not gotten any answers about the number of color/coverage samples for each option.