

You’re way too rude for somebody this unaware of the topic at hand.
FSR and DLSS are at their core temporal upscalers. They take motion vectors, subpixel samples from jittering objects, and a low resolution scene, and using shaders for FSR or AI models for DLSS, interpolate the existing pixels to fill the entire target resolution. That’s it. This is not frame generation, and they don’t use anything, whatever you meant by that.
You can then, on top of the regular upscaling, enable frame generation to enable an entirely different path that holds frames in the buffer and creates intermediary frames. Those are the fake frames you complained about.
One can use both FSR and DLSS without no frame generation whatsoever, and both were originally created without any type of frame generation to begin with. At the present, Helldivers already uses FSR without frame generation - just for upscaling - but it’s FSR 1.0 (previously called FidelityFX), a matrix based spatial scalar that only looks at one central pixel and tries to apply weights to determine how to fill in the neighbors. This looks horrendous. FSR 2.x and onwards, and DLSS, use the full temporal mechanism I described.
That’s “what the heck” I think DLSS does.








Glad to see you recognize you were completely wrong and had to shift the conversation to a different topic.