So a hypothetical situation where the FSR2 performs similarly to DLSS across many titles with image quality, motion stability and performance is comparable. Why would a developer decide to implement both DLSS and FSR2 when the latter is an open solution that supports all GPUs across several generations?
My initial thought is that likely both could be implemented in parallel with relatively small dev cost to provide choice to the user.
You dont implement DLSS anymore. Everyone are using the same input variables. You just call another libary. nVidia's streamline is the solution to the problem.
I find the ghosting problem of FSR 2.0 more distracting than the DLSS one. Especially when the FSR sharpener is used. Here a afterburner picture from moving: Imgsli