Why TSR 5.1 worked and in 5.5 it is terrible

I have unfortunately upgraded our project from 5.1 to 5.5. I did some extensive work on it only to get many reports that the TSR in the new version is just terrible. And it is true.

While in 5.1 TSR produced stable image even at 60 screen percentage. In 5.5 i have to crank screen percentage up to 200 to get stable image (which tanks performance completely)

At similar screenpercentage, the 5.5 version produces incredibly flickering look. Everything in the distane flickers.

I do not use Nanite or Lumen or any other experimental feature.

I have tried every possible cvar that is related to TSR and nothing makes it look like before.

Cvars i have tried and make no difference:
r.FXAA.Quality=4
r.TemporalAA.Quality=2
r.TSR.History.R11G11B10=1
r.TSR.History.ScreenPercentage=100
r.TSR.History.UpdateQuality=3
r.TSR.History.GrandReprojection=1
r.TSR.ShadingRejection.Flickering=1
r.TSR.Velocity.Extrapolation=1
r.TSR.Velocity.HoleFill=1
r.TSR.RejectionAntiAliasingQuality=2
r.TSR.ShadingRejection.Flickering.Period 100 // only thing that helps very little is putting this value to 100

Have anyone encountered something similar? I dont see any way out of this now.

I also noticed very unstable image quality and super low res edges, like squary.

The question is: what’s not broken in 5.5?

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This is a topic of mine which may be related. There’s a general issue in UE5 that the screen percentage/resolution scaling settings are so overcomplicated and convoluted most people are never actually aware of what real resolution their game or project runs at. It changes wildly based on way too many factors.

So for example in Editor, you may see extreme flicker because TSR is upscaling from something like 60% of the original resolution. Even worse, just minimizing/maximizing the viewport using F11 key can be changing this screen percentage scaling on the fly.

Out of the box, in editor, it can be either scaled or not depending if you touched the in-editor scalability settings at least once, as they default to project settings, but if you touch them, even just once, the screen scaling will snap from the project settings based one to scalability preset based one.

Here’s an example of the default with maximized editor viewport rendering just 60% of pixels:

It’s been giving me severe anxiety for years now, never really being sure about what resolution the editor, PIE and packaged build runs at. It just changes so wildly…

A bit late to the discussion, but I’ve also been noticing TSR instability in Unreal Engine 5.3+ (especially flickering / moiré), so I took a closer look.

I went through Epic’s docs, tested a range of TSR console commands, and focused on which ones actually help improve image stability. I found a few tweaks that make a noticeable difference, and there isn’t much information about them online (like Thin Geometry Detection and Shading Rejection Exposure Offset).

So I put together a short tutorial covering what I found: https://www.youtube.com/watch?v=I9Dka4NfSvQ