They simply are not needed as much as they were before. Polygon count has massively increased since DX9, tessellation has been optimised a lot now, and the biggest reason is that we have all moved over to much higher resolutions leading to AA really not being needed. Most games now have their own AA methods included, and most engines have moved away from the old and expensive multisample AA and more towards FXAA, SMAA, or the frame based TAA as these are less performance expensive, easier to implement and in some cases do a better job as for instance TAA can focus on specific areas of a frame whereas the old MSAA focused on the whole screen. AF is also going to be phased out with better texture filtering options being implemented engine side and just enabled and optimised in the game with no option in game. Not only this but AMD and Nvidia knows that majority of people don't bother with setting game profiles or even opening the control panels. And most people who want these features use sweetfx, reshade, or nspector. So they don't bother implementing them when most people won't be using them.