Both games with FSR3 so far run the hud at internal frame-rate - I do not think many will opt to run the hud at native due to CPU concerns and how it does not make much sense If you have diagetic hud/3D HUD.
I don't have any clue, but surely they could be. The only thing is that AFMF has HUD artifacts, DLSS3 FG also does, but FSR3 FG don't have on both games, which points out that they are probably rendering at display frame rate, and CPU will not be a concern in that case.
The HUD can be rendered asynchronously on a different renderer thread on the CPU, games never fully utilize your CPU because that would cause your operating system to freeze and your inputs to not be computed.
The main rendering pipeline is very concerned about CPU because it needs to gather every data and state from the game in order to render it, while also having to compute physics on an internal tick rate. On the other hand, the HUD don't need half of this.
There will be corner cases for sure, but as far as my experience with graphics programming goes, your UI will not be concerned about CPU as long as you have enough threads available to off-load it, and do not have to deal with writes to data shared with the UI and the Scene during the rendering pipeline.
Unfortunately not really, at least from the examples I've seen so far. It still has the shimmering issues FSR2 can present, just less. Even DLAA can sometimes have artifacts that aren't present in TAA from my testing, but the majority of the other aspects are vastly improved so it's still usually a big win over native TAA. Haven't seen that with the FSR native examples I've viewed.
Yes, it'll be worse for some cases and better in the others. I hope AMD improves FSR2 image stability because it's indeed possible and is the major issue that FSR2 has at the moment.
I personally hate TAA, I just didn't got rid of it on Cyberpunk 2077 because the SSAO breaks, so I'm just using dynamic res with 90 max and min for internal resolution. The frame rate is lower but it solved a lot of the shimmering that the TAA implementation has on this game.