I think FSR and the REDengine just don't get along very well. I've never used FSR myself, only seen it in action, and I do know that the image quality is noticeably lower than DLSS (...but the fact that it does what it does entirely through software is very cool. That's probably the future, in the end.)
I also notice that the type of artifacting that results is very similar to the way mail armor and the edges of plate armor would tend to "glitter" in TW3. The shaders used by the engine for specular mapping and glow mapping seem to want to get in there no matter how slightly. As I mentioned some years ago, it's like if there's even one pixel that it can draw to show a reflection, by golly, the engine is going to draw that dang pixel.
Hopefully, now that CDPR has included more direct support for FSR, things like that can be ironed out. Or at least be made less noticeable. Apparently, whatever is actually causing this is going to be an involved fix.
I also notice that the type of artifacting that results is very similar to the way mail armor and the edges of plate armor would tend to "glitter" in TW3. The shaders used by the engine for specular mapping and glow mapping seem to want to get in there no matter how slightly. As I mentioned some years ago, it's like if there's even one pixel that it can draw to show a reflection, by golly, the engine is going to draw that dang pixel.
Hopefully, now that CDPR has included more direct support for FSR, things like that can be ironed out. Or at least be made less noticeable. Apparently, whatever is actually causing this is going to be an involved fix.




