Correct me if I'm wrong but regardless of the inevitable comparisons, this isn't very similar to Killzone Shadowfall right?.
Both use temporal reprojection but in a different manner from what I can observe, with QB you've got a full 720P image that is then later reconstructed using 4 frames (4x 720P is 1080P so makes sense), but is not able to maintain this in motion but only in stills.
Killzone on the other hand displays a full 1080P image all the time that is constructed using an interlaced image half of which is new data and half of which is reprojected data from the previous frame. The advantage of this would be that the game always displays a 1080P image even in motion (albiet with minor artifacting).
Both are ofcourse very different from MSAA reconstruction seen in Rainbow Six Siege/PS3 Ratchet & Clank games. So I think it'd be a bit incorrect to bunch all these techniques into one type.
Temporal reprojection != temporal reconstruction. Afaik temporal reconstruction is object agnostic, meaning that it doesn't actually track information about specific pixels within the scene while temporal reprojection does exactly that. A talk on the subject of temporal reprojection (from this years gdc): https://github.com/playdeadgames/temporal/blob/master/GDC2016_Temporal_Reprojection_AA_INSIDE.pdf