I wonder how much of this is just PSSR being more reactive TAA solution to whatever developers have used before.It seems like the latest versions of PSSR are quite good! But implementation seems to be a challenge. Some games require more changes than others to support it well
We have seen problems mostly in games which have noisy input for TAA, perhaps PSSR was trained to handle changes as actual valid data, instead of smoothing over for several frames.
Basically crap in and crap out.
Certainly interesting problem to tackle.