# Temporal Super Resolution Problem

**URL:** <https://forums.unrealengine.com/t/temporal-super-resolution-problem/572719>\
**Category:** Rendering\
**Tags:** Render, unreal-engine, UE5-0, question\
**Created:** [June 2, 2022, 7:59pm UTC](https://forums.unrealengine.com/t/temporal-super-resolution-problem/572719 "2022-06-02T19:59:54Z")\
**Posts on this page:** 1\
**Showing post:** 7

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**Author:** ![Fine\_Cut\_Bodies](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Fine\_Cut\_Bodies](https://forums.unrealengine.com/u/Fine_Cut_Bodies)\
**Post date:** [February 24, 2023, 1:17am UTC](https://forums.unrealengine.com/t/temporal-super-resolution-problem/572719/7 "2023-02-24T01:17:54Z")

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Seems like the same problem with HISM-s, even if it’s not foliage… it’s UE5.1.1 and “Velocity Pass” to “Write during base pass” has no effect on it.

> [@WPO animated instanced static mesh smearing](https://forums.unrealengine.com/t/wpo-animated-instanced-static-mesh-smearing/776920/2):
>
> Actually, I was fighting with it too today and narrowed down to TSR causing Instanced Static Meshes smear… I have no solution other than not to use ISMs or TSR, but this is a basic blueprint with: 1x Static Mesh 1x Instanced Static Mesh with one instance 1x Hierarhical Instanced Static Mesh with one instance The only mesh not smearing is the normal Static Mesh… If I switch to any other AA method, all looks good. No problem in the editor and no problem if there is no rotation, so probably it’…

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