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TSR fixed all apparent ghosting for me.
That's not uncommon behavior for temporal ghosting, though. (By temporal, I don't just mean temporal AA, but any form of ghosting resulting from temporal frame data artifacts.) Certain surfaces (especially striated patterns of various kinds,) materials, and even lighting conditions (often in areas where there are transitions between lighter and darker lighting, like thresholds between indoors or outdoors, the edges of very soft shadows in games, etc.) can be more prone to this kind of ghosting than others, when objects (including player characters) move in front of them.
It's doubtful it's exclusively linked to TAA, as lots of things can influence this. That's why you'll see ghosting even with TAA disabled in games, and why people here have mentioned still seeing it.
TSR is able to do a better job of this for various reasons, which is why it can greatly reduce, but not entirely eliminate ghosting. Anywhere where there's poor temporal coherence (like in the kinds of areas mentioned) it can still struggle to prevent it. It's not an always there or always absent issue, it's dynamic and contingent.
I doubt there's an all inclusive fix that totally eliminates it in 100% of scenarios. The goal is to minimize it to where it's no longer discernible to you personally, on your system.
Cyberpunk 2077 is a good example of a game with pretty noticeable temporal ghosting in certain locations, at certain times of day, etc. One reason I asked about Reflex is because in that game and others, I've found that enabling Reflex with Boost On reduces it even further in addition to other steps.
Sometimes even just disabling one very specific feature (like RT sun shadows for example in some games, because of how soft their edges are and how much of a gradient there is between where they begin and end) can reduce it, since those kinds of transitions between light and dark, especially when combined with specific surfaces, can increase the likelihood of it happening.
Anyway TLDR: It's not a simple there or not there issue, necessarily. But it makes sense that TSR greatly reduces it relative to TAA and depending on other factors may for all intents and purposes eliminate it for a lot of people.
Pretty much, this is one heaving GPU reliant game. 13900K, 32BG DDR5, SSD & 4090 with 3440x1440 (21:9), epic preset, RT, HDR, no frame gen or up scaling and I get ~65-80 FPS running around the streets of SH but the lowest dip was ~54 FPS when it stutters.
Something is causing a hiccup to the game. For the most part it runs smooth but there is the occasional stutter and I've noticed that whenever it stutters there is a spike in frame timing. With unlimited FPS the stutter seems more noticeable than when locked at 60.
r.DisableDistortion=1
Don't use these, that's misinformation. These control things like heat distortion (e.g. a warm road in the distance, or on top of fire), it's not lens distortion, so they are either useless at best and wrong at worse.
Thank you a lot! Finally someone that makes some sense and that I can actually learn from about things that have been bothering me and made me wonder if it's about my hardware perhaps lol.
People seem to be having the best results using this specifically: https://www.pcgamingwiki.com/wiki/Silent_Hill_2#DLSS_ghosting
That and TSR. But your mileage will probably still vary based on what I'm seeing others experience.
Yeah, I'm already in TSR (don't have DLSS) and it's easily the best option for me. I'm Just saying that Messing with the Engine.ini file doesn't seem to change anything, at the very least in regards to the ghosting.
double of fps
[SystemSettings]
r.FidelityFX.FI.Enabled=1