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No worries, you're correct that this is the case with many UE5 games. It is temporally unstable - though not due to DLSS itself, but rather the poor programming underneath.(Not gonna quote the whole post lmao) So if I'm getting my wires crossed somewhere, what would you call it when DLSS blurs out when in motion/panning the camera around (Borderlands 4 which was mentioned specifically seems to be really bad about this), that's the phenomenon I was referring to specifically, which I thought was under the umbrella of temporal instability?
So this is the example I had in the addendum, and it's because DLSS only really stays temporally stable at a sufficiently high base resolution and frame rate.
Borderlands 4 is so laughably unoptimized that in order to get anywhere near decent performance, you need to run at a very low resolution on pretty much any card, all to get an extremely disappointing frame rate. I vaguely remember you having a 3090 Ti, or something like that - you're in for a bad time with BL4. You're pretty much doomed for a soupy experience on such a weak card (/sarcasm).
4K DLAA is out of the question, even on a 5090 at high settings - you'd even be looking at a sub-60 FPS experience in that case. And, once again, the frame rate is way too low - meaning that the temporal aspect of DLSS/DLAA is not getting enough data to accurately estimate edges to anti-alias. And thus, the result is blur/temporal inaccuracy - a totally ridiculous pox on a game with such a cartoonish aesthetic.
Add on to this the fact that Borderlands 4 is an absurd deferred-rendered UE5 abomination (the lighting in particular is a joke), and the blur is almost inevitable.
This is exactly why DLSS/DLAA cannot be leaned on as a crutch like these stupid companies think it can be. It is a supplementary solution and a great one at that, not a foundational graphical building block.
But its rampant misuse in modern big-budget games gives off the impression on social media that DLSS is some sort of corporate bugbear, crafted in Andrew Wilson/Strauss Zelnick's torture dungeons below EA/Rockstar/Activision HQ. It is very much not that - it has merely been co-opted.
Point being though - AC was not developed with this mentality, and already runs at high frame rates on hardware scaling back 8+ years - so, in theory, if implemented properly, this is exactly that supplementary solution in AC's case. It can provide a considerable boost to fidelity in motion, and with extra headroom from upscaling, can even introduce the possibility of adding things like bonus ExtraFX/Dynamic Light effects that were previously too GPU-heavy.
Tolerance thresholds are subjective, of course, due to personal preferences, screen sizes and refresh rates, etc. - but as I said, I always target a frame rate of 90+ FPS with DLSS - with DLAA or Quality or Balanced at 4K - and Quality only at 1440p or 1080p. This gets me a very clear image in pretty much all use cases.
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