Nobody with an ounce of sanity ever expected it to be. You're not dropping any inconvenient truths here. You're just being pedantic.
If you're not going to be content until all games are rendered in native 4k then feel free sit on the bench for the next several years. Just try not to pretend like this checkerboard 4k business is akin to a console not being able to hit 1080 in 2014 and beyond. That's ridiculous.
Yeah pretty much, it's strange how ridiculous the reasoning has been on checkerboard rendering. Even people who defended Shadowfall's reprojection are now taking stabs at this method.....
Checkerboard rendering has more to do with Shadowfall's rendering method as opposed to QB and R6. Shadowfall took a 960*1080p base image where it guesstimated details on the deficient axis, yes, it could still be inaccurate and it had some interlacing and IQ issues, but what's here is an improvement on that for two reasons.
960*1080 upscaled produces a blurry image, and so did Killzone's reprojection which had to guess lots of detail on the horizontal axis, so even guesing details with such a base resolution wont fix the blurriness and artifacts because 960*1080 does not scale well to 1080p native (IQ-WIse), however, 1080p scales nicely and proportianately to 4k on both axes, so using a base of 1080p and guessing/implementing details up-to 4k is just going to give you a sharper image for said reasons. Not withstanding, the accuracy of detailing pixels has improved significantly since Killzone, as it's now being done on the hardware level.
1.) Details are being added from a base of 1920*1080 --> 3840*2160, so the image will be more detailed as oppoed to a 1080p image just upscaled to 4k with no extra details filled in. ANNNND....... I can't stress this enough, but the fact that 1080p scales well to 4k means that when the image is uprendered to 4k it will look so much better with less artifacts due to better proportions. And before anyone says 960 is half of 1920 and therefore scales well....I'll tell you this, there's a reason why RB6 Siege's 960 * 540 based image looked sharper than Killzone's MP with less artifacts when the final 1080p image was re-constructed, and that's without much or any added details on pixels in that reconstructive process for Siege.
2..) It's the very reason why Sony does not want resolutions too low, for those with 4k monitors, so avoid resolutions like 1920 * 2160 for 4k, which would be Killzone's 960 * 1080 for a 1080p set. 1920 *2160 will look just as blurry on 4k. It's also the reason Sony won't allow 1440p upscaled because it's disproportionate on both axes and won't look good upscaled. So if your game is that ambitious and you can't hit the lowest upscale render of 3200 *1800 to 4k, they recommend checkerboard rendering with a base of 1080p as opposed to resolutions below 1800p like 1440p. It's not guess work, checkerboard rendering will look sharper and save that dev some power for the performance he requires, it's a win win for that dev. His game looks sharper and he gains some perf.
Having said all that, it's strange that so many people are only focusing on the lowest form of rendering on the the PS4.Pro. The PS4.Pro is also going to have games rendered at 4k native, 3680 x 2070, 3520 x 1980, 3360 x 1890, 3200 x 2160, 3200 x 1800. Checkerboard rendering is still going to look amazing with the advancements, yet so much talk and nobody knows at what rez Horizon, Mass Effect, First Light etc.. were running at, all those games looked incredibly sharp on a 4k screen.