Raxx: Are you using ambient occlusion? I haven't tried any examples with the new fast AA.
I changed the fast AA heuristics. It should make soft shadows better and faster, among other things. Here's how it works for N samples/pixel:
1. A small number of samples, sqrt(N), is made. If all of the following criteria are satisfied then those are averaged for the final value:
a) all samples are of the same material, including the closest sample in the 4 adjacent pixels,
b) the min Z and max Z differ by less that 5%, including the closest sample in the 4 adjacent pixels,
c) each light is either visible but all samples, or not visible, including the closest sample in the 4 adjacent pixels,
d) the average normal from this pixel and the 4 adjacent pixels are within 30 degrees,
The previous fast AA heuristic used color contrast between the samples and did not use materials or visibility of lights.
You can see what criteria are used with the environment variable int ShowFastAA.
1 - Green is fast AA, black is full evaluation,
2 - Red is large delta Z, gray is fast AA, black is other full evaluation,
3 - Yellow is different lights visible,
4 - Cyan is divergent normals,
5 - Magenta is multiple materials,
6 - Orange is reflective material (currently disabled),
7 - Blue is large color contrast (currently disabled),
8 - Violet is multiple materials, not counting adjacent pixels' nearest samples.
I attached renders of a room with 4 soft shadow local lights that show how this works.