contrary to 'normal' SS my solution had to calculate the vertex stuff also multiple times but the much more expensive part of both SS-methods is certainly the pixel shader specially when using more complex effects like relief mapping.
I optimized my technique later so that the offset direction is defined by the world space normals of the vertices (means I scale objects instead of moving) which eventually reduces the SS sampler count by the half while reaching nearly the same AA quality (rotated grid is not possible with this method) but prevent the textures from getting slightly blurred. ( 3 sampler SSAA )
I could imagine that my solution could be used as per-object defined AA or something like that but nevertheless since this thread is about A8 I should stop talking about my clever solutions for not existing problems grin

...sorry for the off-topic crap