Interesting, I didn’t know that the limitation was actually hardware-related.
I will follow the advice, and try to work around the limitation
I understand then that by switching to FXAA, the “stuttering” problem disappears, because also TAA/TSR rely on float precision?
That would also explain another issue I see here, where my ship’s mesh gets “fuzzy” every few seconds: Very strong "fuzziness" artefact with TSR