The same phenomena can be observed with the character’s hair. With FSR, it’s fairly pixelated, with a lot of the strands lost in the upscaling process. DLSS, on the other hand, manages to retain almost all of them, although there’s a slight bit of ghosting as well.
Have a look at the rock textures and the vegetation in the below comparison:
In the below-magnified textures, FSR actually manages to sharpen the textures enough so as to not cause much pixelation, all the while retaining plenty of detail (more than DLSS). However, as seen earlier, the vegetation is butchered, but DLSS does an excellent job with the tiny bush branches.
Focus on the shield crest in the below comparison:
At the higher-quality presets, FSR seemingly looks better than DLSS (although the vegetation is still an issue). Notice how the shield insignia appears sharper detailed with the former, thanks to CAS:
At lower presets, however, FSR results in plenty of aliasing, with some of the grass strands barely visible in some parts of the screen.
That’s enough about grass and bushes. Let’s take a closer look at our protagonist in the game:
Unless you’ve got cat eyes, it’s hard to spot much from the above slideshow. Check the closeup below:
Once again, while DLSS is better at retaining those tiny meshes such as hair, grass, and branches, FSR looks sharper due to the in-built CAS filter. This is a tiny disadvantage that can be resolved with a sharpening shader, but using that for comparison purposes wouldn’t be entirely fair as similar workarounds exist for FSR. Furthermore, I’d chalk this down to implementation as DLSS comes with its own sharpening filter, and it looks like it simply hasn’t been calibrated properly in this case.