By temporal I refer to DLSS, FSR, TSR, etc. In this game's case, I imagine it's not as simple as downscaling, there is probably some shader work involved similar to this:
The creator hints a bit at things in this video: https://youtu.be/v9FMp5QgOvY?t=2m55s
From the Wikipedia page for DLSS:
The goal of these technologies is to allow the majority of the graphics pipeline to run at a lower resolution for increased performance, and then infer a higher resolution image from this that approximates the same level of detail as if the image had been rendered at this higher resolution. This allows for higher graphical settings and/or frame rates for a given output resolution, depending on user preference.