# TSR feedback thread

**URL:** <https://forums.unrealengine.com/t/tsr-feedback-thread/883977>\
**Category:** Feedback & Requests\
**Tags:** unreal-engine, Rendering\
**Created:** [April 10, 2023, 6:25pm UTC](https://forums.unrealengine.com/t/tsr-feedback-thread/883977 "2023-04-10T18:25:55Z")\
**Posts on this page:** 1\
**Showing post:** 44

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**Author:** ![Zkarts](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/zkarts/32/726811_2.png) [@Zkarts](https://forums.unrealengine.com/u/Zkarts)\
**Post date:** [July 8, 2023, 9:09pm UTC](https://forums.unrealengine.com/t/tsr-feedback-thread/883977/44 "2023-07-08T21:09:04Z")

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That smearing definitely looks a lot like the smearing issues I’ve been dealing with in a project I’m working on. I made a thread and have also found that this comes back to motion vectors, except we run into issues because we’re combining TSR/TAA with transforming instanced static meshes that are animated using WPO animation, where it seems fixing one issue breaks the other 😅

> [@WPO animated instanced static mesh smearing](https://forums.unrealengine.com/t/wpo-animated-instanced-static-mesh-smearing/776920/4):
>
> I updated my project to 5.2 and attempted the suggested fix again, but that did not resolve the issue for us. I recreated the project by Fine\_Cut\_Bodies and submitted a bug report for it.

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_[View the full topic](https://forums.unrealengine.com/t/tsr-feedback-thread/883977)._
