On the Xbox forums the sentiment seems to be 'all the cool kids i.e. AAA titles are running at 600p or less, locked at 30 FPS, with upscaling and lots of blur'. They do this so everything can be dynamically shadowed specular postprocessed HDR etc.
This is an alternate version of the renderer, running on PC but with Xbox settings, using 'smart motion blur'. The landscape is rendered at 640p and the water is only 500p, but I refuse to compromise on the HUD or the foreground bird, which are still 720p. Variable four to eight sample motion blur is deployed using viewport manipulation on the landscape and vertex interpolation on the bird;

The Microsoft guy was probably right about the subscale rendering, static images are slightly blurry but that removes some single-pixel noise and allows me to have a higher terrain resolution anyway. At 60 FPS the motion blur is also a clear win, the virtual frame rate of 300 FPS is just uncannily smooth even on a 60 Hz monitor. At 30 FPS I'm not so sure. Basically it has the 'Transformers' look of any hard camera movements severely blurring the scenery, and even normal flight adjustments wipe out fine detail on the landscape.
I think I'm still going to go with it. Console gamers are probably more used to and tolerant of blur than judder. On PC any halfway decent graphics card will easily maintain 60 FPS all the time, and a decent card (5870 / 6970) can now do 1080p with high detail and moderate software supersampling on the landscape. There was some serious concern from one of the testers about this (it pretty much went : motion blur? nooooo!! less than 720p?? noooooo!!! turn it off turn it off horrible console awfulness aaaargh....). I will be including a reasonable amount of configurability in any PC release though.
The bird body still looks wrong, but I will eventually implement normal mapping on the contour feathers, which should fix it. The 'dust' lines aren't blurred because they have an important game function; letting you know your airspeed and drift velocity; and I want them to be working in hard turns at 30 FPS even if it means looking less nice in stills.
Also while I'm here, the cutscene compositing code is coming together;







