Originally Posted by
kalniel
Yep they could have done some optimisation for the general purpose scalars, but you don't get the case-specific algorithm choice (if this looks like sky do X, if this looks like ground do Y etc.). DLSS2 is moving from: "in game A find bits that look like sky and do X" to more general "find bits that generally look like sky and do X".
From the screenshots it looks like they've added a 'if this looks like fencing' type since DLSS1 did terribly there before - and that wasn't recoverable with just more sharpening.
But it strikes me as a hell of a lot of engineering effort for the return - variable rate shading tackles the same sort of problem but puts the power in the devs hands to determine which parts of a scene can be lower fidelity without impacting the experience. Maybe the two will be combined to automatically lower fidelity on unnoticable parts of the scene.