I'm not sure trying to simplify the technical aspect will help with what seems to be some confusion in this thread, but I can try to help, lol...
Starting at time zero, a SINGLE frame is being rendered at 960x1080 (frame 1), with the other 960 horizontal pixels being blank. This frame is then displayed while the next 960x1080 frame is rendered (frame 2). However, frame 1 is not flushed from the buffer, but instead displayed a SECOND time to fill in the blank horizontal pixels in frame 2. Essentially, at any given time a single 960x1080 frame is rendered, dramatically decreasing load (and obviously giving the breathing room to get the framerate up in addition to the reduction of other graphical effects), but each frame is used twice before being flushed from the buffer. Due to the increased framerate, the effect's prominence is mitigated (if multiplayer dropped to say, 15 fps, this method would become EXTREMELY noticeable).
So just to be clear, you cannot combine the two frames and say "see, it's a 1080p frame!", because it's not rendering two frames at the same time and displaying them at the same time. That is, instead, how polarized 3D works, because stereoscopic 3D renders two frames simultaneously, and displays them at the same time, with the polarized glasses only allowing each eye to see a single frame. The effect in KZ:SF is rendering single frames at 960x1080, then using each frame twice to fill in the following frame at a high enough overall framerate to mask the effect.
As I think someone mentioned, the reason the "current" frame isn't "ghosted" like the last frame is because they're most likely using additional methods to "solidify" the current frame's objects based on last frame data (unknown tech to me on this front, probably something interpolating the blanks), and temporal upscale as mentioned in the article also helps reduce the "blur" effect caused by this method. Either way, it's a nifty trick, but shouldn't be spun to sound good. It's a shortcut, plain and simple, to get the framerate up. It works, sure, but it does not do credit to the PS4's power, but instead credits Guerilla Games' craftiness in working around hardware limitations.









