The latest gameplay video of  The Order: 1886 raised a lot of discussion on its quality, and some even argued that part of it were pre-rendered. Multiplayer.it forums user Arioch82, who is known to be working on the game, clarified the issue, mentioning that "there's nothing pre-rendered" in the video, which means that everything is handled by the game's engine in real-time.

In addition to that, graphics and engine programmer Matt Pettineo (which is well known for his panels on the game's graphics at Siggraph and GDC), shared more information on the possible implementation of Temporal Anti-aliasing in the game, which he had mentioned before.

I prefer temporal before post since glare/bloom will magnify the aliasing.

Interestingly, an implementation like this is similar to the single player of Killzone: Shadow Fall, that used temporal anti-aliasing before post-production effects, while the for multiplayer it was applied afterwards to increase performance, even if the effect should be much better on The Order: 1886, that uses 4x MSAA instead of FXAA as a basic anti-aliasing solution.