That 3k metalfx off has a lot more contrast than with metalfx on.
Any reason it is so ?
Textures are stored as mipmaps that get gradually blurrier, so a 2k x 2k texture will have a 1k x 1k version and a 512x512, 256x256 and so on all the way down to 1x1 which will be the average of all pixels in the source image.
These "blurrier" low res versions are good because if you draw a polygon that is only 1 pixel on screen, and you use the 1x1 mipmap, that's going to look nice and stable from frame to frame - as opposed to just plucking a random pixel from the 2k texture. For example if you have a black and white checkerboard the 1x1 mipmap would always be gray, while sampling random pixels from the high-res texture would make the texture flip from pure black to pure white randomly and look terrible.
The problem is that when you're rendering at 1.5k but are going to upscale to 3k you need to go up a mipmap detail level - your 1x1 triangle is going to be shown as a 2x2 triangle after upscaling, so instead of using the 1x1 mipmap you actually want the 2x2 mipmap.
It looks to me like the Quality mode has forgotten to offset the mips by 1 level so it's essentially using blurred versions of all the textures.