The game does run in 1080p it says on the back.
Yes it does.
It's lying.
It doesn't run at 1080p
"Framebuffer/Image Quality
Let's kick off the proceedings by taking a look at the physical make-up of the framebuffer. By and large, not a great deal has really changed from the rendering principles laid down by Gran Turismo 5 Prologue. The game still renders at native 720p with 4x multi-sampling anti-aliasing (MSAA) when your XMB is set to 720p mode, while the resolution shifts to 1280x1080 with 2x quincunx (QAA) when the 1080p mode is engaged. So we're not seeing anything like native 1080p resolution here, but you are getting a 50 per cent increase in the number of pixels rendered.
Thin objects and specular highlights such as the sheen on the beautifully rendered cars (one of the most important elements in the game's visual make-up) definitely benefit from the increase in resolution, adding to the precision look of the game. However, up against the 4x MSAA of the 720p mode, the combination of the upscaling from 1280 to 1920 pixels in width, along with the use of quincunx anti-aliasing, does serve to make textures look a touch more blurred.
There is an argument that Polyphony might have considered 720p with 2x MSAA for lowest resolution mode. Running at 60FPS tends to blend things naturally in the human eye any way, and this effect is amplified when everything is in motion, as in a driving game. It may also have increased performance and reduced tearing.
That said, achieving 4x MSAA with frame-rates and details as high as this is indeed a technical achievement unmatched by any of Polyphony's competitors (Forza 3 is 720p with 2x MSAA, for example), and there is a definite feeling that Kazunori Yamauchi's team likes to push boundaries like this."
Source
http://www.eurogamer.net/articles/digitalfoundry-gran-turismo-5-tech-analysis
Lawyered
