Thank Tom for the very good shots with super long edges.
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It's kind of a suspicious choice considering we just heard about the 8% reservation being freed up and the resolution is +10% over 720p. It's entirely possible there's no causal relation. "It's not 720p" works in PR favour.
Even so, in terms of milliseconds, 8% time slice should mean about 1.33ms for 16.67ms frame (I think). Pixel load may increase 10%, but that's only part of the rendering load, so maybe it works out (I'd expect the framerate dips in this game to be fill limited anyway though).
Anyways, the framebuffer should be ~17MB assuming it's a forward render 32bpp. I was expecting something ~1360x768 2xMSAA since that's neatly around 16MB, and then they could just fit a 2k x 2k shadowmap (16MB) into the rest (all speculation).
The talk of increasing res (from that blog) is kind of hard to believe given the obvious trade-offs between MSAA and higher res. From a scratchpad POV, even 1080p no AA is slightly smaller memory footprint than 792p 2xMSAA.
Woulda-coulda...