Phasmid: There are plenty of techs that look kind of odd but people will defend to their deaths. The one apart from DLSS that I think of most recently was SSAO- I mean, I don't see black outlines around everything in reality, maybe others do, but that seems to be the sum total of what SSAO adds to games most of the time and at a decent overhead too. You still get people defending it though (and earlier; thermonuclear bloom, motion blur, lens flare etc, and some of those still get defended)
I get why people want to think that DLSS is uniquely great though and better than native, the RTX series are all massively overpriced compared to their predecessors and people want to think that the 3090 they've dropped... 2000 USD? on is value for money. The raytracing hardware is certainly required to get a decent framerate when raytracing so you can justify that (at least in theory AMD's hardware doesn't have added cost from added raytracing hardware though, albeit it's hard to tell with the GPU bubble, but RTX2000 was overpriced before that anyway), but the other addition that justified raising the cost- tensors- is way more of a hard sell.
The thing is, we're had a DLSS version that don't use the tensors, but use bog standard CUDA (DLSS 1.9). The current implementation doesn't have per game learning any more, which was another big selling point, and means that it's hard to argue that any implementation by AMD
has to to be (far) worse due to not having tensors or per game training. There isn't exactly a wealth of information and detail on how FSR works, but working similarly to DLSS on standard Radeon CUs, nVidia CUDA or Intel's EUs
is feasible, with the irony being that we know it is from nVidia itself.
(Slightly off the direct topic, but there's no reason why AMD couldn't add tensors themselves to future cards like they added ray accelerators to RDNA2, if they wanted to. They're not a specifically nVidia tech and are used in Google's ASICs and tensorflow)
Ho there wanderer, SSAO is my golden cow in, especially in warhammer 2, while I can approach the same shade results with decreasing the clarity of the screen, you have to forgive me for not remembering the right term... or was it gamma, << checks ingame, finds the right answer << i mean brightness of course, the subtile shading not to mention the added depth both as a illusion and in terms of color richness is so different anyways...... I even will configure the settings so SSAO can be enabled, like all the time
Another consideration for DLSS might be that it actually manages to upscale a lower resolution into a higher one without all the troubles you will find when you use settings such as fit to screen and or screen sharpening