so nvidia wants to create more fake stuff, like the fake frames of DLSS 3 ?
Oh, please. What is real anyways? After all, we ‘re talking about virtual environments, for God’s sake.
You ‘re living in a world with Anisotropic Filtering reducing texture pixel counts, heterogenous deferred shading reducing lighting pixel counts, Z-culling reducing rendered pixel counts, MSAA reducing rendered pixel counts (over SSAA), TSAA and other shader-based AA techniques reducing pixel counts (over MSAA), anisotropic pixels reducing pixel counts (e.g. Wipeout using variable pixel widths to raise and lower per-frame render loads to maintain 60FPS in varying environments), Variable Rate Shading reducing pixel counts dependant on screen content, screen-space reflections reducing rendered pixel counts by just duplicating rendered pixels, probe reflections reducing rendered pixels by just copying from a texture, and so on.
Game engine optimisation is all about finding places where you can outright avoid doing work wherever possible. It's 'faking' all the way down.
It's why I hate the "fake frames" BS spouted by people as a way to dismiss DLSS and upscaling as a whole. Every pixel rendered is "fake" to varying degrees.
If you have a good upscaling and sharpening model that looks better than native plus TAA, or at least close enough to be equivalent, then what's the problem? Especially if it boosts performance by 30–50 percent?