Lets agree to disagree then, since i don' t consider smoother visual fluidity and negligible antialiasing (and introduced artifacts as well) can be equated to "more performance", instead to me fall into visual quality trade offs.
More performance is not a defined term, it involves many factors, chief among them:
1-Motion Smoothness: this involves higher frame rates, good frame pacing, no frame drops, stutter free experience, and tear free.
2-Higher Responsiveness: this involves lower input latency
You will notice that motion smoothness is the largest factor at play here.
The typical way we've come to experience higher performance on PC is to have frame rates unlocked, and the let the game run free, this achieves motion smoothness through more motion samples, and also lower latency since more samples comes with more chance to sample input.
However, several games don't really behave that way, they have an almost fixed latency irrespective of frame rates. Leaving you with the option to increase motion smoothness alone.
This methodology also doesn't guarantee great performance, as bad frame pacing, frames drops and stuttering can destroy any motion smoothness and latency. Also tearing can distort motion smoothness.
On consoles, they cap frame rates to get rid of bad frame pacing, frame drops and stutters, this sacrifices latency. They also deploy various Sync techniques to get rid of tearing.
Frame generation (DLSS3) attempts to increase performance through higher frame rates and lessening the impact of frame drops and stutters, but doesn't improve latency as it stays fixed. It also comes in handy when you are CPU limited (whether due to single threaded code or insufficiently powerful CPU), in these situations your only option is frame generation to have any hope of faster performance.
You also get much smoother cinematics, cut scenes and animation sequences where the player is deprived of control.
Consider this situation, you are in a zombie game, numerous zombies swarm you screen, your fps buckle down as the game is CPU limited, you use an explosive weapon to gun them all down, your screen is filled with fire and explosions, your fps buckle more due to the increased alpha and particles, you feel the severe frame drop, and the smoothness of the presentation drops below acceptable levels. In this situation frame generation will maintain a smoother presentation through it all, and while the responses to your control remains the same, enemies and particles are shown in a much smoother way to your eyes.