You've gotten VRS wrong on several occasions now passing poor texture filtering as VRS. I think it may make more sense instead of just posting how you believe VRS works, that instead you should watch a video posted by it.Thanks for your link. So the whole hardware VRS they are touting as the holy grail technique only possible on Xbox Series consoles is backed by this one picture? And only one? The same VRS everyone is fighting for or against in multiple forums with just the promise of Microsoft that it's awesome and that picture?
But this is not a comparison. They are showing different parts of the image containing very different details and even different lighting. You can't compare anything with that. It's pointless.
This is how you compare sharpness of textures, you need to focus on a few textures (and the same) with no much geometry hiding it like:
https://forum.beyond3d.com/posts/2193565/
VRS is a desirable feature for developers. DRS is a pure resource savings scaling technique; by in large, it's only purpose is to keep frame rates up.
VRS slower then DRS, and it's proven to be slower.
It's fairly simple, because you're not reducing all the workloads by X% like DRS does. And that's precisely the purpose of VRS - it is to allow developers control how much of their visuals they are willing to give up to regain performance. The performance gain of VRS can be based entirely on what developers want you to see. Therefore VRS has actual artistic control where DRS does not.
The way you look at comparisons, is that you're looking for places in which the clarity of an area is significantly made worse by VRS vs DRS; but done properly the opposite would also be true. There should be areas in a VRS image that should look immaculately sharper than the DRS image unless they are running the same resolution. That's sort of the point I think you're missing. Not understanding how much developers have control over VRS and how much work is needed to integrate it into the engine for it work. it's much easier to deploy a DRS solution, you're rescaling all teh buffers by x%.
With VRS, you have to decide when and where you want to use it when you write out to the buffers. You may only use it for lighting, or for post process, or for both etc. Or more. The versions of VRS you have seen so far are likely not much more than drop in features infiltrating a small part of the engine. When the games get very mature, you'll see VRS doing work in numerous parts of the pipeline.
I think it's great you've got this passion to make this feature seem useless. But you're really comparing the infancy of VRS to the mature technology of DRS and making a judgement call on two features that solve entirely different problems.
You can't do this with DRS. You'll run a depth of field, but if DRS kicks in the the detail on the actual focused area is lost. With VRS, you can maintain the 4K detail on the flower and lose it everywhere else. That's how you should look at VRS. Some will just use standard image filters to find like pixels and change the shading rate to be more coarse to reclaim performance. But as time goes on, developers can certainly develop much more smarter ways to select which areas to affect.