Interesting. So, it is a deferred renderer with specific different applications of AA to the different buffers, a-la-Unreal engine, that is actually how I read their previous statements about AA and foliage, contrary to what the majority of people seemed to infer from those.
Also, according to this the pixel counters could be right in that the geometry rendering could be at a lower resolution than some other buffers (HUD among them).
Pixel counters were absolutely right: he's basically saying that they're using 80 MB of memory for render targets. He says that 80 MB of renders tagets can hold over 20 (that is about 25) buffers at 720p, but they're using 50 buffers (as he states in the first line of the last paragraph), so the resolution of the render targets must be (1280x720)*25/50 ~ 960x540. It's not by chance that's the same resolution found by pixel counters.