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:
Temporal sampling techniques do (in supported titles) have the option to supersample and generate higher resolution images, but they are most commonly used to efficiently downsample for FPS gains with minimal quality degradation.
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.