I feel like I'm being a bit picky, but the temporal part of more than a component to the SS.
The engine never renders a frame at a higher res and shrinks them like with traditional SSAA or TXAA. It's the wizzy x8 res composite image that's shrunk to native resolution.
Edit:
Proper description form the person who coded it, Tiago Sousa (he also did smaa when at Crytec I think)
"I've always been a fan of amortising/decoupling frame costs. TSSAA is essentially doing that - it reconstructs an approximately 8x super-sampled image from data acquired over several frames, via a mix of image reprojection and couple heuristics for the accumulation buffer.
It has a relatively minimal runtime cost, plus the added benefit of temporal anti-aliasing to try to mitigate aliasing across frames (eg shading or geometry aliasing while moving camera slowly). It's mostly the same implementation between consoles and PC, differences being some GCN-specific optimisations for consoles and couple of minor simplifications."