Ever since the game came out, TAA has been a big issue. Even at high resolutions, enemies are hard to spot, and I believe TAA the cause of that. In this post, I want to suggest ways to improve sharpness without disabling TAA entirely.
Unreal Engine 5 allows tweaking TAA through console commands. Since TAA blends past and current frames, there's a setting that controls how much weight is given to the current frame:
r.TemporalAACurrentFrameWeight
By default, Into the Radius 2 seems to use:
r.TemporalAACurrentFrameWeight 0
This results in maximum blending — and maximum blur. In VR, this makes everything look soft and unfocused.
In my personalized GraphicsSettings.ini, increasing this value to 0.4 made a big difference. It sharpens the image while still retaining TAA’s motion stability:
r.TemporalAACurrentFrameWeight 0.4
This boosts the current frame’s contribution, reducing the heavy blur.
Another useful UE5 command is:
r.Tonemapper.Sharpen 1
Unfortunately, it doesn’t currently work in Radius 2. My guess is the game uses a custom post-process path (I see CM.r.Tonemapper.UseCMVersion 1 in the config)
What I'd Love to See:
A “TAA Weight” slider in settings, ranging from 0–100 (where 0 = r.TemporalAACurrentFrameWeight 0, least sharp).
A working “Sharpness” slider (0–2) tied to r.Tonemapper.Sharpen.
Even with frame weight set to 1, TAA still blurs during quick head movement — just with much less blur overall.
Thx for reading my ted "talk" on TAA.