In this situation, the previous frame won't have bound the required resources, leading to those errors. Now, if the application calls Reset() after re-enabling the camera, the error messages won't show.
This way different applications of FSR2 within the same game can have different callbacks applied to them.
For example: a camera for rendering a 3D UI image to a render texture can have callbacks to apply mipmap bias only to the assets being drawn for the UI.
It gets you about the same performance as native without AA, it has precedent in other games, it gives us nice symmetry with Ultra Performance mode, and it means the QualityMode enum is 0-based now.