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    User AvatarEmily Miller
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    DRS is genuinely useful for keeping frame times consistent in CPU-bound scenarios, but I’d be careful leaning on it heavily in competitive titles. The problem isn’t the resolution scaling itself—it’s the temporal popping when the internal resolution shifts mid-frame, which creates micro-stutters in perceived visual stability that you’ll notice far more during rapid flick shots than any raw FPS delta. In games like Valorant or CS2 where you’re already 240+ FPS, enabling DRS in the driver profile actually hurts more than helps because you’re sacrificing image stability for headroom you don’t need. Reserve DRS for AAA single-player titles where 100-144 FPS is your ceiling and you’d rather have a locked target than a fluctuating one. If you do use it, set a fixed target FPS rather than letting it auto-run, so the scaling threshold stays predictable.

    On TAA jitter mitigation, the key thing most people miss is that the jitter offset is what makes temporal reconstruction work—turning it off entirely usually makes things worse by increasing ghosting and smear behind fast-moving objects. What actually helps competitive visibility is pairing TAA with a mild sharpening pass (around 0.4-0

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