Not console but DF posted a new video.
Exhaustively detailed as always
@Dictator, excellent work.
So...good, but a work in progress as expected. With not even midrange cards out yet there's definitely time for Intel to continue to iterate before most people are exposed to it, albeit that's assuming they can do that without requiring title updates - that's not entirely clear. That heavy moiré pattern is kind of a deal breaker by itself in SOTT though atm.
As I only came to DLSS particularly late with my 3060, my beefs with some implementations is very rarely ghosting as that was already significantly improved with later updates that occurred before I loaded up my first title. What I find bothersome in some DLSS implementations (and obviously this applies to reconstruction tech as a whole judging by these comparison videos) that I rarely saw mentioned before I experienced it though, was how it can struggle with lower-resolution effects. The heavy flickering you see in the water with XESS in SOTT is very similar to what you get in Horizon Zero Dawn with DLSS when objects are obscured by smoke/steam, and the effect of the hanging lights in the SOTT Bar scene that flicker in and out with DOF is very similar to what happens with street lights in Spiderman:RM when web zipping which employs a slight DOF effect. Death Stranding and Rise of the Tomb Raider (albeit somewhat unfair as it never had TAA) can exhibit severe specular aliasing when motion blur is enabled with DLSS at points too.
Some of that is to be expected of course - you're asking the the tech to reconstruct from an ever lower resolution than the base res you're starting with, but when these occur they
really stand out. The thing is, it's not just the lower resolution - when these problem areas occur, it's more that the algorithm is adding artifacts that aren't present at all through an extremely low-res TAA image, it's not just magnifying existing ones. For example, both in Spiderman and HZD, these flickering artifacts never occur to nearly the same degree despite lowering the res to far below what the equivalent DLSS settings are. Presumably these lower resolution effects are rendering exactly like that - far lower than screen res, but DLSS has far more more severe artifacting than TAA in these instances, despite presumably working from an even higher internal starting res than my forced scenearios.
So I'm hoping that can be an area of attention going forward - both from game devs and Intel/Nvidia/AMD - as that is easily the most distracting element of reconstruction when it occurs. It's obviously not a de-facto issue though, as if it was as simple as 'lower resolution buffers = artifacting' we would see it in every title with DLSS already, but that's definitely not the case. Ideally this is something that could be improved with future DLSS versions as I suspect we're well past seeing title updates for many of these games at this point.