Another aspect to the temporal-based techniques is that they jitter where the sample is done within the pixel, so over a few frames it accumulates more information than purely having that one sample per frame as the truth of what that pixel is. Plus if the renderer knows about the world and how its moving, and passes that to the TAA function you can track the rendered history for that element of the scene when it's moved. There's more information available to create a higher quality image for a low cost.
Render resolution has been less tightly linked to display resolution for a long time, and some games have done that on different elements in a scene for a long time (I remember seeing it in Psychonauts from 2005). Variable Rate Shading is another tool developers have to pull resources away from areas it's not going to be noticed. What I've been wondering about for a while is what's the furthest a developer could push it to smartly spend performance instead of doing it on the full frame, how much effort does it take to hint to these systems that different elements are more or less important, and then compose them together in a way that doesn't have obvious flaws.
Render resolution has been less tightly linked to display resolution for a long time, and some games have done that on different elements in a scene for a long time (I remember seeing it in Psychonauts from 2005). Variable Rate Shading is another tool developers have to pull resources away from areas it's not going to be noticed. What I've been wondering about for a while is what's the furthest a developer could push it to smartly spend performance instead of doing it on the full frame, how much effort does it take to hint to these systems that different elements are more or less important, and then compose them together in a way that doesn't have obvious flaws.