The experimental fix for Orthographic Temporal Super Resolution did not reach the final build of Unreal Engine 5.3, due to difficulties regarding motion artifacts in the TSR draw pass and required a much more intrusive set of changes relating to the depth buffer in order to resolve.
TSR is partially resolved in UE5 Main. These changes can be cherry picked over to 5.3 if you would like to test out this experimental feature:
- CL 27385146 in Perforce
- Commit 09a47bb in UE5/Main on Github: https://github.com/EpicGames/UnrealEngine/commit/09a47bb166856151e4fabffd164a9624887f1bf4
Please be aware, due to the depth buffer issues mentioned above, the far plane of the camera must be greatly reduced from the default of UE_OLD_WORLD_MAX in order to bring the z-buffer values into a more reasonable range for TSR depth based calculations. The best visual results we have so far come from limiting the Ortho Far Plane value to roughly 10x the value of the OrthoWidth, but this is not a production-ready solution, nor is it strict, as it can be scaled up further as needed.
This is a priority to fix for release UE5.4, along with several other features we’re hoping to share.