TSR feedback thread

Thanks for the long thorough reply. Very much appreciated.

Good news in 5.2 is that it has been replaced with r.TSR.History.ScreenPercentage=200 while more time is being invested on this ( https://github.com/EpicGames/UnrealEngine/commit/9ccd56dfcc06852b5b89a81411972f81e3ac31e3 ) on epic scalability settings that previously only on cinematic scalability settings. It’s already used in Fortnite Chapter 4 Season 2 and I’m really eager on community feedback on this change on 5.2. Sadly I’m failing to understand whether your video are on 5.2 or 5.1.

For the City Sample videos, I recorded at epic aa settings, 1080p, 100% ScreenPercentage on 5.1.

The only video I recorded 5.2 in was the one with the starter mannequin and that was also at epic, 1080p, 100% ScreenPercentage.
I try to set shadows, GI, and reflections on low settings in most of the test I do with TSR to rule out any lumen noise.

I did more test this morning In 5.2 preview 2 at 1080p, 100% ScreenPercentage. I test every scalability (Low, Epic etc) option for AA in the starting content and TSR. With 100fps, I made the mannequin run back and forth, made the mannequin rotate and rotated the camera around the mannequin.

On every setting including cinematic TSR caused the background to smear on the mannequin’s body. The character looked fuzzy and sharpened 0.3 seconds later.
In the video, it’s 5.2 epic AA setting, same results with >100 or 100 screen percentage at 1080p. I am lowering video resolution so I can attach it to post. But its the same problem and its clear enough. Same results with 30fps cap

The stat tsr in 5.2 will be ideal to record and share video of TSR failure too because displaying all this information directly on the video.

You’re getting me excited here lol.

I haven’t tested Fortnite on PC but I should probably test out your TSR implementation beyond videos on YT.

At a caped 30fps those smearing artifacts(like the lamp pole) on the sky and the taller gray wall behind
I replaced mannequin, this is 5.2, 1080p, 100% ScreenPercentage, cinematic(same with low-epic)

Now maybe that doesn’t seem to concerning but this isn’t really much of a game? Take a game like Tekken 8?
You can check the videos out at regular speed and then slow-mo on ty.

That game is very fast paced and has quick movements.
There’s you can find number of inconsistent pixels left behind from characters movements. In regular speed, these artifacts accumulated into a fuzz, like in the rotation video I included using the UE5 mannequin

It’s a bit worrisome to see triple A studio be totally fine with this. It makes me wonder about other games coming from UE5 :flushed: I don’t want action-oriented games to have a similar fuzziness that fighting game looks. Is it the devs or TSR?

For me, I want the action in my game to look crisp, so far, I’m just worried about the AA options in UE5. And like I said before, TSR hits the other current options out of the park. Fast Motion seems to be its biggest weakness.

I’ll be posting the 60fps scenario soon of that video above me (Same settings but that fighting game really shows off that background smudgy at 60fps very well)

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