توی Rainbow 6 هم از تکنیکی شبیه به این استفاده شده که نتیجه خوبی هم داشته. در واقع مزیت این تکنیک اینه که میشه با پردازش کمتر به گرافیک بالاتری رسید و در اکثر مواقع هم نمیشه تفاوتش با حالت عادی رو تشخیص داد. یه بخشی از توضیح DF:
Essentially, this feature renders the game with half the number of pixels on each axis with an ordered grid MSAA pattern before reconstructing the image to match the final output. This is then coupled with a post-process temporal anti-aliasing solution to minimize artefacts in motion. So, at 1080p, we're technically seeing 960x540 with 2x MSAA. Interestingly, it would appear that the image is processed before being upscaled on Xbox One resulting in blurrier HUD elements and menu text.
This trick has its drawbacks, but when combined with temporal AA, it helps produces a soft yet stable image in motion. If you slowly pan the camera around you can certainly spot edge artefacts but, during normal gameplay, this is much less apparent. The resulting image is actually more temporally stable than many other console titles. It's a fantastic trade-off here that really helps keep performance up without a significant impact on image quality.
On the PC, this option is available and actually rather useful as well. The trusty GTX 780 used in our test machine on this project isn't quite up to the task of driving the game at 1440p60, but with temporal filtering, it works brilliantly. The same caveats are in place on the PC, of course, but the end results are certainly more attractive than simply upscaling from 1080p. That said, we recognise that a number of PC gamers suffer from a severe allergic reaction to any amount of blur in their image so it should be noted that Ubisoft provides seven possible anti-aliasing selections to customize the image. You have two levels of MSAA, two levels of TXAA (for Nvidia owners at least), FXAA, the custom temporal AA, and the temporal filter. All of these can be combined for different results but, rest assured, it's absolutely possible to achieve a razor sharp image.
http://www.eurogamer.net/articles/digitalfoundry-2015-rainbow-six-siege-face-off
یعنی در واقع نسخه 1080p این بازی روی PS4 از تصویر 540p با 2x MSAA استفاده کرده در حالیکه QB از تصویر 720p با 4x MSAA و ۴ تا فریم قبلیش استفاده کرده.
S/ البته تمام این حرفها باعث نمیشه که مایکروسافت دروغگو نباشه و ضعف مدیریتی نداشته باشه و اسپنسر توضیح نداده باشه. S/