I think those reconstruction techniques (like in Killzone MP, Siege and now Quantum break) are still way behind the real deal. Native resolution using high resolution effects and textures using expensive high resolution buffers.
When you try to get cheap in every aspects of the game: by reducing resolution of effects, increasing compression in every assets, reducing the different memory sizes allocated to buffers etc. In the end it really shows IMO.
2 years later, still very few games come close to what we had with Infamous Second Son IMO: native resolution, high quality morphological AA + super-sampling effect from the temporal pass, high resolution textures with at least 8xAF (in an open world game), tons of very detailed particles effects, very large memory buffers for numerous effects like the wetness parameters (>80MB for the g-buffer,
ring a bell?), while having scenes with more than 10 millions polygons at a stable 30fps.
I remember when Infamous SS was released and some people here were arguing about the validity of having such big memory buffers so that they could use more compression here, or use this trick there in order to reduce the overall size of buffers. But the uncompromising and opulent tech used in Infamous is still giving an end result that is still one of the best IMO.