The TAA is okay in Resident Evil 2 and 3 but if it's really that bad in Resident Evil 8 I don't know if I should buy the game. In the last two weeks I've played through Resident Evil 3, 7 and 2 and I would like to play part 8 very much but an AA as bad as in the Digital Foundry video is unacceptable to me.
I only have experience from the short-lived demo on the PC version, the specular aliasing on some of the brass fixtures was definitely noticeable vs. the checkerboarded 4K on the PS5, but then again I was also playing in 1440p as I only had a 1660 at the time. If you have a rig enough for it to be native 4K, I'd say the PC version, even with those TAA defects, will likely still deliver the best image, but it certainly could be better. It certainly wasn't like you were running the game with SMAA or anything though.
Thanks to the help of DLSS the PC version of Horizon as well as Death Stranding is by far the best to me.
Death Stranding DLSS's is indeed very good most of the time - there are some issues though with water and some light sources that flicker significantly when panning the camera, but pretty minor overall relative to the overall stability of the image when roaming across the landscape. The poor frame pacing issue with gamepads (?) makes the PC version a no-go for me sadly though.
I've recently been playing Horizon on the PC though and this has been bugging me, so gonna rant a bit here - it's far more mixed with DLSS imo. It got rave reviews for its implementation out of the gate which is certainly understandable, as outside was where their weak TAA solution was most immediately evident with the grass shimmering, with DLSS it's indeed an amazing improvement and it's evident in the first 30 seconds after firing it up. The countryside* and Meridian are virtually flawless now, going back to just TAA or running it on the PS5 and it's night and day.
Unfortunately though, it doesn't hold up when you go to indoor locations. The problem is twofold: For one, motion blur can definitely mess up
some textures, for whatever reason some surfaces really don't handle it well while others are perfectly stable, and these seem to occur largely on interiors. Still, an easy fix - just disable motion blur.
The bigger problem though seems to stem from anything interacting with steam/smoke, basically any kind of these effects which involve small particles/haze effectively 'breaks' DLSS where you get
massive shimmering/aliasing when panning the scene and this effect is overlaid. For the most part you don't get this outdoors - fog by itself doesn't seem to exhibit this flaw and blends properly, but you can notice small examples of this when panning the scene and looking how it interacts with the smoke/heat distortion effect from a recently lit savepoint fire - the smoke blending with the foliage behind it causes anything it touches to seemingly render at a much lower resolution, so bad it looks like TAA is not even enabled entirely when you move the camera and the foliage sparkles and shimmers as it moves through the smoke. Still though, that's a small window for that effect to even be visible so not a huge deal.
Where this really becomes evident however is places like Cauldrons, which unfortunately have
lots of steam constantly going. This causes tons of shimmering/aliasing on many surfaces in these structures during movement. The same for inside the mountain and other levels like Makers End - relative to the time you spend in the wilderness they're a minority, but they're still pretty significant chunks of the game. Checkerboarded 4K on the PS5, or even just using the 'simple' scaling setting actually produces a far more stable image in these locations, it's that bad. I don't know if Guerilla missed this when doing their DLSS implementation, my guess is that the blending effect is being based off of the internal res rather than the output, albeit even that doesn't fully explain it (1440p straight looks more stable). Sucks though as it's such a discrepancy with how it looks outdoors.
*Edit - Just got to the desert section. Blowing dust constantly - and it has the same effect, which basically means the vegetation is constantly fizzing and popping in this huge area. Gotta say HZD actually has one of the poorer DLSS implementations because of this, it has excellent clarity and motion resolution...with the exception of any interaction with a dust particle effect - which is everywhere in the game. Dumb.