Ask Unreal Anything: Rendering | June 15, 2022 at 1PM EDT

This is not expected. It may depend on the number of samples you are using in MRQ. Because the denoiser is currently CPU based (OpenImageDenoise) there can be a drop in GPU usage if you have too many temporal samples because the denoiser runs once per temporal sample.

The upcoming release will have a mode to let you denoise only once per frame instead of once per temporal sample in MRQ which should help alleviate this (as well as proving higher quality motion blur).