That would be a great oversight on AMD's part, UE5 titles are not exactly known for their performance to visuals ratio as of right now, you need the trifecta of Lumen, Nanite and Virtual Shadow Maps to achieve good performance at the required next gen visual quality, which just costs too much at native resolution, and you endup needing upscaling to run with acceptable performance on high end hardware. Worse yet, on consoles you need a much heavier upscaling (from 720p/1080p) to maintain acceptable performance, all while still not using the latest visual technologies.
Contrast that to Ray Tracing which can be selectively applied to Reflections, Shadows, Lighting, or full blown Ray Tracing for everything (with similar performance profile to UE5), while looking much better and technologically superior. Ray Tracing is also available in many many more games, and the number is about to explode on PC with initiatives like RTX Remix and Path Tracing. AMD can't afford to look like the technologically inferior option on PC.
Focusing on pure rasterization is a dead end for AMD, we are no longer in 2018, upscaling is the norm now, games released without upscaling are ridiculed and frowned upon, and in the upscaling department AMD is further behind. DLSS2 is exclusively available in many many more games, which means NVIDIA users have access to higher performance that isn't available to others, all while looking virtually indistinguishable from native TAA (especially as most games come with awful TAA implementation anyway).
Even in the games that support both DLSS2 and FSR2, they are not the same. DLSS2 offers either higher image quality at the same performance as FSR2 or outright higher performance at the same image quality, as often FSR2 Quality is equal to DLSS2 Balanced or DLSS2 Performance. DLSS Ray Reconstruction is another dimension entirely.
Either way, AMD has to step up their game, introduce more powerful upscalers to compensate for their rasterization deficit and ensure they don't fall further behind in ray tracing.