Temporal reprojection is a very similar technique that most modern video compression (H264/265) uses to reduce filesize. The reason that such a square resolution is used for each temporal frame (in this case 960 by 1080p) is because in most games the majority of the motion is horizontal with the player panning left and right much more than they pan up and down. As a result, most of the motion vectors to predict pixel values are horizontal as well, so the temporal frame is best reduced in the horizontal plane rather than vertical.
So, having it 960 by 1080 is not just a marketing stunt to allow the developers to spruck "1080p!!!!!1!!", it has a technical reason also. Still, they should have been honest from the beginning and explained that its not 'native' 1080p.







