The benefit of having RT far outweights any visual loss in fidelity from using DLSS Performance as you can see in my imgsli comparison.
I think Control is definitely up there with respect to the immediate benefits that RT brings, but you should know by now that comparing static scenes is largely pointless to evaluate the image quality with reconstruction tech, especially at its more aggressive scaling factors. That is how we got all those "Better than native!" comments when sites would show DLSS screenshots early on until we started to really look what was actually happening in motion.
There are just too many factors between games, output devices, and personal preference wrt to performance/image quality to make any truly definitive statements like "RT with DLSS is always better" at this point. There's simply too much variation between RT and DLSS implementations in games, not to mention that some gamers will simply be using vastly different displays - I'm sure if I was gaming on a 27" 1440p I probably wouldn't notice much difference between DLSS modes for example, but I game on a 55" 4k set - and in many games, there is a very noticeable difference between DLSS performance and quality. Better RT reflections/ambient occlusion in some games can't wholly compensate for repeatable moiré patterns on surfaces and sudden spurts of extremely aliased geometry because DLSS performance mode shit the bed with a certain alpha blended effect involving a lower res buffer.
I agree that RT+DLSS Quality is better, especially in games with awful, blurry TAA like Cyberpunk. RT+DLSS Balanced I can live with. Anything below that and I rather drop DLSS in favor of native res. Bonus points if TAA isn't built-in or I can disable it. It's beyond me why this method has been favored over other AA methods when it's FXAA all over again with the blur. I get that MSAA and SSAA are punishing on performance but they do wonder for jaggies and fine details. TAA usually smears your screen with vaseline so I prefer DLSS Quality over it a lot of the times.
They do not though? First off, it's more of a case of 'completely unplayable' performance - it's like saying "Yeah I get that
8k is punishing on performance, but" - that's effectively what SSAA is doing. MSAA doesn't have the same hit, but even if it can work, with modern engines it can have a prohibitive performance impact. Those two methods were off the table for the majority of gamers so even if they were miraculous in terms of image quality it wouldn't be an option.
Secondly, MSAA does absolutely
nothing for subpixel/specular aliasing. The amount of detail in modern games is completely out of the scope of what MSAA can handle. I mean, it's not hard to see - just look at Forza Horizon and all that horrible aliasing you had before TAA was implemented. It's
nothing like FXAA. FXAA makes it blurrier
without addressing the specular aliasing - look at what a mass is Arkham Knight is with just FXAA.
There are no doubt poor TAA implementations out there, but it's readily apparent that temporal solutions are absolutely necessary to deal with the subpixel aliasing in modern engines. MSAA/SSAA are not substitutes even if their performance impacts were significantly lowered.