While the system may not immediately be seen in doubling 30FPS frame-rates, variants of the technique itself can be used to bring about other enhancements to image quality, and indeed, we can expect to see something of this working in the forthcoming Crysis 2, if Crytek's recent presentation is anything to go by. Here we see how a different implementation of much the same principle smooths out aliasing issues (not just edged based) in the far distance of the scene.
CryEngine 3 anti-aliasing demo. Use the full-screen button for full resolution.In addition to a more common edg- detect/blur for close-up objects, they use a pixel re-projection approach for anti-aliasing far away elements of the scene. They render the current frame, then using the last frames camera they reverse project each pixel into the screen space of the last frame. Then they compare the current depth value with the last frames depth value and if they're similar, they blend the two colour buffers together.
Combining this with some per-frame jittering gives them an additional layer of anti-aliasing, and it's Crytek's belief that the overall result is better than Sony's extremely impressive MLAA solution which is now available for all developers to insert into their games as part of the PS3 SDK. Over and above this particular application, pixel re-projection could also have a part to play in producing a low cost (in terms of system resources) approach to stereoscopic 3D. Indeed, RedLynx's Sebastian Aaltonen, key tech guy behind Trials HD, has talked to us about something along these lines that he has experimented with in the past.