Well, please don't do it wrong.I think we're going to have to.
Explain to people what shaded samples are, how many of them are generated per frame with various techniques, how that affects performance, and how you can reuse those samples, and what the tradeoffs are.
Crucially, at least try to make them understand on a surface level how all of this actually works. Attributing technology to "secret sauce" is no better than attributing it to magic.
Why did you think that?From what I thought (and I could be wrong), the game is doing more like 1800p on PS4
If you insist on a p-value (although IMHO it hurts more than helps to actually understand the topic), the number of shaded samples per frame is equivalent to 1527p (assuming a 0.5-ratio checkerboard implementation).
Also, everyone, please don't quote this in the future as "Durante said it's 1527p". If you insist on this type of comparison, say that the number of shaded samples is equivalent to a traditional frame rendered at 1527p.