http://www.hardocp.com/article/2011/11/02/battlefield_3_single_player_performance_iq_review/6
Oh if you can get GTX 580 for $200 cheaper then definitely get that over the 7970/7950. However there is a dirty secret of Bf3...as per HardOcp's analysis MSAA adds almost nothing to image quality if you have FXAA on. They say if you can afford to turn it on then do so but its not a deal breaker at all. You might even consider the GTX 570 or a single 6970 and save money. My bro plays with MSAA off with 6970 and he gets 55FPs on avg for multiplayer..very smooth and no issues...no microstutter..nothing..and I'm sure you will save another $50-$100 bucks over GTX 580.
http://www.hardocp.com/article/2011/11/02/battlefield_3_single_player_performance_iq_review/7
http://www.hardocp.com/article/2011/11/22/battlefield_3_multiplayer_performance_iq_review/5
Here is the summary from HARDOCP on BF3 AA
Anti-Aliasing in Battlefield 3
More and more, we feel that hardware multisampling is in danger of becoming an obsolete technology. Battlefield 3 gives us more ammunition to support that idea. As it is currently implemented, it is limited to old-school rendering pipelines without considerable hacking. It is workable with deferred shading models, but it still has its limitations. It can't address edge aliasing produced by lighting stages, and it inflicts a far more damaging performance penalty than its image quality improvement justifies. It is a nice old technology, and it has served us well, but there are better options.
Shader AA technology has gotten better. One of the first times we ever saw it was in S.T.A.L.K.E.R.: Shadow of Chernobyl. At that time it was, to be frank, ugly and ineffective. But times have changed and shader AA has steadily improved. With the advent of technologies like NVIDIA's FXAA and AMD's MLAA, computational AA is now a legitimate threat to the legitimacy of traditional multisampling. While we have seen FXAA and MLAA to be great systems, it still wouldn't have been possible without the rampant increase in computational horsepower we've witnessed in desktop GPUs. Even the inexpensive Radeon HD 6870 didn't even flinch when we enabled High FXAA at 1920x1200. In fact, it barely seemed to notice that there was an extra processing load.
In Battlefield 3, MSAA is disadvantaged. With a deferred shading engine, MSAA is challenged from the beginning. There are things it just can't do. It can't address edge aliasing that is exaggerated by the lighting stage, because it happens before lighting. it can't reduce aliasing due to shaders (sometimes referred to as "specular aliasing") or transparent textures without external help from AMD and NVIDIA control panel options. FXAA doesn't share any of these problems. It's not perfect, but FXAA does exactly what it sets out to do: it is an effective and very fast approximation of multi-sampling in a single-pass shader program. It smoothes geometry edges, alpha texture edges, lighting edges, and specular aliasing. And it does these things very quickly.
Let's not forget that MSAA and FXAA can be used together uniquely in this game. DICE talked up that possibility, and even mentioned that they "complement each other," but we feel that the reality of the situation does not warrant much excitement. Yes, they work together, but there is no immediately and persistently noticeable reason to do it. If you take still screenshots and zoom in a few hundred percent, it is easy to find differences side by side. But if you play the game, chances are you'll never actually see what is different with MSAA and FXAA as opposed to just FXAA.
In AMD's own review guide for this game AMD recommends to use FXAA in this game instead of MSAA. This is a bold statement from AMD since FXAA is the competitors technology. This leads credence to the benefit and positive effect that today's shader based AA technology provides. It is very easy to see that FXAA is more effective than MSAA in this particular game title.