Short answer: TW3's Ubersampling is a form of SSAA. As with SSAA in general, it is both very effective and computationally very expensive. On PS4, the game has a form of temporal AA (like TXAA, only different). I know of no other built-in AA technologies that they are employing. The Balázs Török interview denied that there would be TXAA on the PC, but confirmed a similar technology on the PS4.
There are three closely related methods of brute-force AA: FSAA, MSAA, and SSAA. All of them operate by producing more pixels or partial pixels than are used in the final image, and applying a filter to them.
FSAA is usually synonymous with Downsampling. The entire image is generated at a higher resolution than will be displayed. Then pixels are downsampled to produce the displayed image. The common method of downsampling 4K to 1080p is an example of this. Because 4 pixels are averaged to produce each displayed pixel, it can be described as 4x FSAA.
SSAA is an improvement on FSAA in two ways: the extra pixels are averaged as they are generated, which avoids generating the entire image before filtering; and the pixels can be positioned in a geometry that improves the antialiasing of edges that are not on the 45-degree diagonals. Ubersampling is an example of an SSAA method.
MSAA is an optimization of SSAA that doesn't attempt to antialias every component. (Pixels have six components: 3 colors, alpha, depth, and stencil.) MSAA anti-aliases only the depth and stencil components. This gives a result that favors anti-aliasing of edges and shadows, but doesn't touch interiors of polygons.
"Plain old antialiasing", which is what you get when you force antialiasing from the nVidia or AMD control panel, generally means MSAA, but each vendor has their own enhancements.
FXAA and TXAA are nVidia-driven enhancements to AA logic. Getting the best result with these requires support in the game engine itself. CDPR has said they are not using these, except for the TXAA-like feature on the PS4. [Source: Balázs Török interview]