DLSS 1.0s problem wasn't that it didn't use TAA
That wasn't the problem with DLSS 1.0
DLSS 1.0 was state of the art DL-based temporal anti-aliasing, and because of this it was repurposed to work as a resolution enhancement tech, it has never been designed for that though.
So DLSS 1.0 did state of the art anti-aliasing, you can "emulate" such AA with DLSS 2.0 Performance + 4x DSR resolution, and then the result of DLSS 1.0 was upscaled from 1440p to 4K with another spatial upscaling neural network.
Of cause DLSS 1.0 was quite performance heavy (somewhere around 3-4 ms) and that's why brute forcing higher resolution was possible and quite obviously higher resolution 75-80% rendering with TAA (vs 66% with DLSS1.0) led to higher texture details with standard upscaling + sharpenning on top of the upscaled frame, because driver keeps up texture lods so that there is 1 pixel to 1 texel mapping on distant mip levels.
Even if DLSS 1.0 provided perfect 64x SSAA quality AA, there was no way for it to reconstruct higher levels of texture details in higher resolutions by making spatial upscaling, even the most powerfull spatial upscaling GANs would never infer
REAL texture details from a single shot, that's why you need temporal accumulation in HIGH resolution space.
Spatial upscaling can only improve geometry edge quality (and DLSS 1.0 was really good at this) in case there is good AA in a game (it won't upscale aliased staircases well), it obviously won't help with texture details.
Hence, the whole AMD presentation looked like a pure marketing fight to me after the word "Spatial".