Better FSR2 implementation
Current implementation of FSR (version 2.2 as stated by AMD here: https://community.amd.com/t5/gaming-discussions/latest-amd-fsr-2-amp-3-supported-games-list/td-p/549534) seems to lack the temporal component. There's still a massive amount of pixel crawl, shimmering and other artifacts that simply shouldn't be there if FSR 2.2 is used.
Another thing is that the AA settings are available when FSR is active. AA (especially built-in TAA) should be disabled when FSR2 is in use, as it does it's own temporal cleanup and AA. It seems like FSR was ruched, which is weird as DLSS need the same data as FSR2 (motion vectors etc). This should help with very flickery road textures during the night as disabling Anisotropic filtering is no the answer.
Please, improve FSR2 implementation so it's up to par with current standards.
While we're at it, it would be great to look at DLSS3/FSR3 updates and maybe even implement their anti-lag and frame generation features.