STP (Spatial-Temporal Post-processing). Shadow artifacts from point lights

We had access to a new upscaling technology called “STP” in Unity 6000. At the start, I saw good upscaling quality with a low cost of rendering. However, a few days later, I noticed a “specific issue” when using moving point lights.

I can understand slight ghosting for dynamic objects (for example, a car on the screen), but I don’t understand why the STP gets this kind of artifact. It makes the STP completely unusable for most racing games, as almost all games use spotlights for headlights.

This effect is more noticeable as the framerate decreases. I locked the target framerate to 30 while taking this screenshot.

Will we get new version of STP which won’t have this bugs?
How can we deal with this problem?

STP works like any other upscaler: draw scene in lowres texture → upscale it as postprocessing.
Any changing in image → ghosting.

As any other upscaler, even dlss with AI.

https://www.reddit.com/r/pcmasterrace/comments/14zyzm6/maybe_the_worst_ghosting_ive_ever_seen/
https://www.reddit.com/r/cyberpunkgame/comments/1agokn4/is_this_weird_ghosting_effect_behind_the_car/

Are motion vectors disabled or something? See if this also happens with just TAA.

STP uses TAA and this might be a TAA issue.

As I said it is ok about ghosting. For example, there is TAA Upscale and the same render coefficent (I render 1080p with render scale 0.5)

Yes, we see ghosting along the car and in the environment. DLSS makes same result (I can’t pin one more picture).
My question isn’t about ghosting on it but about light and dark borders that are broken and appear as copies of themselves.

The truth is that as long as there are temporal effects on your screen (TAA, SSR etc) you will get ghosting. Its like you want to move forward and backward at the same time. Temporal effects bring ghosting effects. If anyone says otherwise, its just wishful thinking. Any tech to press the ghosting down basically weakens the TAA so, its just tweaking, but ghosting never really goes away.

In my experience, the best ways to work with TAA is to design your game in mind. Motion vectors play a big role, which means, it is better to have everything moving all the time. So, try to add some noise to your camera.

Another way is to have the game running at high frame rate, which basically, reduces the frames that are ghosting. So keeping the window a little shorter.

Lastly add textures to hide the effects. Sort of a sad trickery, but it is pretty much what we all do. A white car on grey surface will just show everything.

What I usually do is add micro jiggle to the camera, which basically, over amplifies the motion vectors (nothing is stationery) and this usally keeps the ghosting to a minimum. But this introduces other issues, which you need to work with.

Can you test if this happens in build?

I notice something odd, are your lights casting shadows here?

It looks like the light is still trailing behind just less so…

In my experience, the best ways to work with TAA is to design your game in mind.

Thank you for your pieces of advice! I think antialiasing should help us to improve quality for already created games too. Our team has already implemented all possible features to reduce ghosting, and we are now using TAA.
My question is not about the “normal” ghosting that is inherent in temporal techniques, but but about STP specifically and only the contrast light edges that look like artifacts.
We’ve already sent a request to Unity, as this may be a bug.

Yes, this is visible in build too.

In my example, the lights don’t cast shadows. I have tried enabling this feature, but the result has not changed.