Thank you for creating this thread and bringing these new features to unreal 5.2.
To see Epic implementing these tools and fixes in response the community feedback on TSR is very commendable.
I think TSR has a lot of potential, beating DLSS and Epics TAA in the ghosting department. But it seems inconsistent at times.
TSR upscaling almost accommodates for the temporal blurring at least for more close objects. A custom depth-sharpen post process filter+ a camera blueprint that changes the sharpening values based on camera velocity can fix the controversial blurring effect. But here are some issues that a dynamic sharpen BP idea can’t fix.
Compared to TAA, TSR’s ghosting is almost nonexistent, but:
As you can see in the video that light pole smears on the sky. This is only an example of a strange smearing bug in TSR that happens on any object. As mentioned in this post
Hopefully this a bug being worked on in 5.2.
Or at least fixed with the new debug tools
TSR does indeed have better image stability and has way less ghosting, making it the goto for most UE5 devs. But there are still problems that will hold back UE5 from its fullest visual potential.
For instance when the camera is rotating around an object. The road smears on the characters face. NOT acceptable. I’m not dissing TSR or the people who made it, but these issues that must not be ignored for the sake of UE5, current gen games, and healthy maturity of TSR:
This happens on all characters even from a standard third person distance.
Here’s a character rotating in 5.2 preview 2. It’s the same problem (I tested with same meta human head but spent all day working on this presentation/recording).
I bring this up for a concern for fighting and action games.
But there are some issues that I find very worry some. Hopefully with the final UE5.2 release these odd ghosting artifacts will be solved. Other studios will have vast open worlds.
The Epic team said fast creation of open worlds is the goal but TSR is going to going to cause some problems. Far away moving objects from a stationary camera, ghosting. This next video below shows this problem and needs work as well.
Listen, I personally hate temporal stuff because the overall blur hurts my eyes, but TSR has a lot of potential and I want to stay positive by giving my feedback on it.
I watched the 5.2 demo and was very disappointed to hear it ran on a 4090 and still looked blurry when editing the level(it was beyond the lack of motion vector creation when new assets are copied or moved into scene for the first time).
Another thing is the confusion around how certain games on PS5 produced by Epic Games or looking less artifact’s on RNDA2 console architecture.
Maybe a presentation on how to optimize TSR would help devs become better at making crisper and less smudgy looking games on PC architecture if that’s currently possible?
Bad or good enough AA isn’t going to be good for UE5. It needs to be amazing, on par with its other features like Lumen and Nanite. Or else, it’s just a step backwards.
I hope to find UE5 looking great and clear by the time I move to digital game production.
Thank you for reading. Typos (If I missed any) will be fixed but I’ve been working on this post for several hours, recording, properly testing, and writing this.