I would have loved to have seen your thoughts on it.
In this game I noticed moire pattern happening at 1080p going up to 4K on tiling detail surfaces, 1080p to 4K has it, but 1440p to 4K does not have it (and ends up having less moire or flicker than native, interestingly enough). Here is a shot for the zoom comparison on the EG website.
1080p -> 4K has it here on the jacket with that crazy tiling detail texture, while 1440p -> 4K does not.
Yeah, that's probably the type of artifact I was thinking of (it's hard to be certain without motion).
I really feel like issues with patterns like that are impossible to circumvent once you reach some level of subsampling relative to the frequency of the detail. IMHO, in motion, blurring more rather than trying to preserve "detail" (which just manifests as noise) would be preferable in such cases,
Doing a really good analysis of DLSS seems like a huge task. IMHO you'd need something like multiple perfectly reproducible scenes stressing different aspects of the reconstruction, scripted camera movements, and lossless capturing of matching frame sequences.
And then you'd need to find a way to make it clear to people that you are focusing on the failure cases since those are the interesting ones, and that overall DLSS 2.0 is really quite amazing compared to all traditional alternatives (i.e. TAAU, checkerboarding, filter+upsample, ...).
Oh, and while you are at it, you also have to try and make people aware that temporal stability is just as important as "sharpness", and that the really impressive (and, to me, surprising thing about DLSS2 is that it often manages to combine both. (As long as you're not subsampling a high frequency pattern heavily)
I was always really skeptical of DLSS (I'm biased against everything that promises "magic through ANNs" for other reasons
) but playing through 2 games now with the 2.0 version the quality/performance tradeoff might be the single most significant of any setting in basically a decade. But the failure modes still show that it's not quite magic. (But maybe future iterations will surprise me there as well)