Thanks for the build koadic. I still see the haze in build 362 though. Honestly I'm not sure I'd run FSAA even if the haze was fixed, it's a subtle upgrade, but really cuts into performance in a noticeable way.
Really Aurich??? I see next to no impact.
Yeah, it's hard to know how much stock to put in that 'framrate' counter you get with f11, but I see a serious impact on it just from turning on the FSAA. My system isn't a BEAST, but it's decent enough, i5 3.2GHz, GeForce GTX 560 Superclocked 2048, running recent drivers.
The haze problem was basically only fixed for the hyperpin startup case
Ah, hmm, in that case I may retract, I think I'm only seeing it with straight up
VP, and not when I launch through Hyperpin. Which is fine really, I only truly care about Hyperpin launched games, so thanks. Still not sure about the performance impact, but maybe I'll mess with it some more. I just don't want to give up any smoothness of the ball.
hmmm.. the main problem is that i still didn't fully understand where exactly the driver puts the FXAA code into the VP rendering pipeline, as i would have thought that it simply just does it on the final outputted picture, but instead it somehow is triggered elsewhere before in the pipeline, leading to these weird sideeffects.. i'll maybe dig deeper into this, especially as it's related to all the 2.5D blitting madness anyhow, and that i wanna redo at some point anyway as i think there is way too much work done on an average table nowadays, so potential speed improvements hiding there.. 
By the way, and I'm sure I speak for many, thanks for taking the time to dig into this code, it's exciting to see improvement rolling out again.