taa is a double-edged sword, because if you do it right you have accurate, high-quality, and very cheap anti-aliasing
modern engines all use it because it looks great for cheap when done right, and is good at anti-aliasing speckly pbr fragment shaders; unlike msaa, which only does edges
the hard part is doing it right: the moment an object with the wrong shader moves over another object, the horrible ghosting artifacts will be very obvious
or if your taa is overly conservative, you end up with obvious jagged edges that also flicker a little bit
that's because ray tracing can't actually do soft shadows with the sample counts that even the beefiest gpus have, so they rely extremely heavily on temporal bullshit and magic neural networks
like any magic temporal bullshit that gets taken too far, it looks like absolute trash unless you stand in one place for 15 frames and take a screenshot to soy over