Rendering with TSR antialiasing in VR

Hello community,

Since upgrading from Unreal Engine 5.5.4 to 5.6, I’ve encountered a major visual issue while using VR with TSR (Temporal Super Resolution) under DirectX 12 and without Forward Shading.

When turning my head inside the headset (Pimax Crystal Light), the scene becomes heavily distorted during motion. It looks like all objects, especially Nanite foliage like grass, leave severe ghosting or trailing effects as I move. The visual clarity breaks down completely during movement, making it almost unusable in VR.

This issue did not exist at all in 5.5.4 under the exact same project setup and hardware. The problem started immediately after upgrading the engine to 5.6.

System specs:
• GPU: RTX 4080
• CPU: Intel i7-13700K
• RAM: 64 GB DDR4
• Headset: Pimax Crystal Light
• Engine version: Unreal Engine 5.6
• Renderer: DirectX 12
• AA method: TSR
• Forward Shading: Disabled

Repro steps:
1. Open a VR project with Nanite foliage (grass)
2. Set AntiAliasing to TSR
3. Run in VR using DX12 (no Forward Shading)
4. Move your head quickly — observe extreme ghosting/distortion artifacts

Please let me know if this is a known regression, and if there’s a workaround or fix planned. I’m happy to provide logs, INI settings, or project samples if needed.

Thanks,