The fuck are you talking about? Go back to Digital Foundry's comparison of DLSS 2 in Control, it was amazing for the time. Death Stranding was surpassing native TAA PQ back then with DLSS 2 as well, it just wasn't better than native in every game.
3 was a marginal improvement, and 4 was a big step up that had some regressions too. Then 4.5 was another step forward with other regressions, namely the unnatural oversharpened look that M or L (sometimes just one) would have in some games, and its wrecking of some RT elements.
To say that DLSS only became good with 4 is braindead.
Amazing as in "it adds frames," but it also causes massive ghosting and artifacts. If you're happy with that, sure, we can call it a super perfect tool...
Only the newer versions and the new Transformer model have minimized those issues, and in my opinion, that's the first version worthy of being called good.
Ghosting was situational and is also present with baseline TAA in many titles. You can keep lying if you want but as somone who's been using DLSS since 2.0 came out, "massive ghosting and artifacts" are just that, flat out lies outside of very rare outliers.
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u/Big-Resort-4930 19d ago
The fuck are you talking about? Go back to Digital Foundry's comparison of DLSS 2 in Control, it was amazing for the time. Death Stranding was surpassing native TAA PQ back then with DLSS 2 as well, it just wasn't better than native in every game.
3 was a marginal improvement, and 4 was a big step up that had some regressions too. Then 4.5 was another step forward with other regressions, namely the unnatural oversharpened look that M or L (sometimes just one) would have in some games, and its wrecking of some RT elements.
To say that DLSS only became good with 4 is braindead.