By opting out of using frame interpolation, the third major iteration of DLSS is inviting itself to have more visual artifacts in comparison to it's previous iteration by the virtue of having less information to work with. Not buffering multiple frames also means that frame generation could increase the likelihood of introducing more inconsistent camera/scene transitions between frames as well due to non-linear animations, this can also be commonly described as "judder" too ...
While DLSS in this case improved the frame rate, the "end user experience" arguably may not be an improvement and may even be a net negative ...
While DLSS in this case improved the frame rate, the "end user experience" arguably may not be an improvement and may even be a net negative ...