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Moadra Graphics & Accessibility: Blur, TAA and Controller Settings

Use the installed settings tooltips to investigate motion blur, TAA ghosting, supersampling, stick deadzones and text size without invented FPS benchmarks.

10/23/2026 Demo / 2026-10 Moadra Wiki Last updated: 10/23/2026 3 min read

What can cause a blurry image in motion?

The TAAWeightTT tooltip says lower current-frame weights can produce ghosting and motion blur, while higher values trade more clarity for flickering and aliasing. Its documented default is 0.2. TAAFilterSizeTT says larger filter sizes create a softer, more stable image; smaller sizes trade softness for more aliasing. Its documented default is 1.0.

These defaults come from text, not a reading of your current configuration. If motion trails bother you, compare the same moving edge before and after a small change to one option. Then investigate motion blur separately; MotionBlurAmountTT documents a default amount of 0.25 and describes increased blur and potential artifacts at higher values.

Which options change rendering workload?

Setting What the installed tooltip actually says
Supersampling Render above the display resolution, then downsample; expensive for the GPU
Resolution reduction Render below display resolution and upscale; increases GPU performance at the cost of image quality
Temporal upsampling Improves upsampling quality with resolution reduction and forces TAA on
VSync Reduces tearing, with possible input lag and stutter at low frame rates
Frame-rate limit Controls how many frames per second the game may render
Sharpen amount Adds sharpness, with aliasing or other artifacts as a trade-off

The key interaction is temporal upsampling forcing TAA: selecting an alternative anti-aliasing method may not behave as expected while that dependent option is active. This is a tooltip-backed configuration lead, not a benchmark. There are no verified “best settings” FPS figures here.

What if aiming, crouching or scanning feels wrong?

The controller tooltips distinguish several controls:

  • Left and right stick deadzones: a higher value makes the input less responsive; text default 0.25.
  • Aim sensitivity: a higher value increases sensitivity; text default 0.5.
  • Crouch trigger: higher values require moving the stick farther down; text default 0.5.
  • Stand-up trigger: lower values require the stick to return closer to center; text default 0.25.
  • Scanner sensitivity: controls the scanner cursor, separately from weapon aim; text default 0.5.

If unintended crouching is the problem, changing aim sensitivity targets the wrong setting. Test the relevant threshold first. Check your actual bindings and aiming controls before copying another player’s button chart.

Which readability options are described?

Font-size multiplier, HUD size, crosshair size, tooltips and camera shake have separate labels. The text documents a font-size multiplier default of 1.0, and allows camera shake to be switched off. Font size affects text; crosshair size and HUD size should be inspected independently.

The packaged table also includes console graphics-mode descriptions and a Steam Deck resolution label. That proves the text exists, not that a port is released, that a device is certified or that the stated performance is achieved on your hardware.

What should you save before experimenting?

Write down the previous value so you can reverse one change at a time. The reset confirmation text says a reset restores an entire options category; it does not promise to undo only the last slider. Keep observations in the field planner, compare the movement guide, and check version coverage.

Sources: GUIInfosLocalized keys TAAWeightTT, TAAFilterSizeTT, MotionBlurAmountTT, SSAATT, ResReductionTT, TemporalUpsamplingTT, VSyncTT, FRLimitTT, SharpenTT, controller *TT keys, FontSizeWinXBOXTT, CameraShakeTT and reset confirmation keys.

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