...the first time I've read about Capcom's MT engine, so it's not exactly new, but as I was reading again MT documents around the web for my previous article, I've found the following nice trick (here):
MSAA trickery. Another thing the Capcom presentation talks about is their use of MSAA trickery, for increased speed. On the consoles, where you have lower-level access to frame buffer formats, etc. you can do wacky stuff like pretending a 1280×720 (720p) no-AA screen is a 640×360 (ordered grid) 4xMSAA screen. This works, because these would have the same pixel dimensions. By drawing e.g. particles to the 640×360 4xMSAA screen instead of the 720p screen you would reduce your fragment shader computation to 1/4 (as the fragment shader is only executed once per pixel for multisampling), while still rendering to the same pixels as you would have if drawing into the 720p buffer. This is a way of trading fidelity for speed (or vice versa) and it is a very nifty trick.