Is the dynamic scaling just a simple toggle between low and high res as previously suggested? That choice could solve my latency concerns as there wouldn't need to be complex predictions/calculations on future workloads to scale to, just a fairly straightforward count of immediate stuff and decision whether it's too much for 1080p or not.
I found the "slomo" section interesting. It seems they slow down the simulation and thus rendering frequency to achieve the effect, instead of really simulating it via animation. A very linear frame change on both systems.
after playing COD on PS4 for a few hours, the game looks nice but very statics, Almost no interective objects in he background, like glass don't even break nor even have bullet holes!. But the game runs amazingly well, if this is how the rest of the game runs I have no problem sticking to 1080p native over dynamic res.
After playing thru 5 Sp missions on the Xbox One the framerate is very solid. I have noticed 2 instances in 2 different missions where the camera will go from one position to another without any frames in between. It has only happened at the beginning of the missions when I am given control of the camera.
In gameplay with 15 to 20 npcs on screen I havent noticed a single stutter or dropped frame.
As far as motion blur goes there are instances in the opening campaign where it seems to be missing like on the swarming drones, but there are other areas of the game that has gobs of motion blur almost too much.
...
XB1: static 1360x1080 ,no vsync (rare torn frames) + crushed black
PS4: 1080p + vsync
...
7/7 A less demanding interior shot, in which we see the Xbox One running at a match for the PS4's full 1920x1080 native resolution.