The road is more detailed in the DLSS/FG versions not native, what you are seeing is the sun moving across the sky creating a softer surface look, there's no way to stop the movement of weather/sun in the game between screenshots, so lighting will subtly change as screenshots are taken.
You can literally zoom into any occluded part of the road showing where it meets the kerb etc for detail retention that isn't there on the native version - A more worthwhile measure of detail gain/loss than the sunlit areas of road where RTGI/Occlusion etc plays a part based on the direction of the sun etc.
It's long been clear that upscaling uses AI to reconstruct lost details, that was one of the marketing bits from Nvidia and AMD back in the early DLSS/FSR early days. It's just much more obvious now because they have advanced quite a bit to actually be good quality for the most part vs the low quality blurfest of old.
I didn't pick anything, I took 3 screenshots with each setting mentioned whilst in-game and that's as far as "picking" went.
If you really seem unconvinced, then here's a video, at these follow camera angles it's clear that the native resolution version doesn't have the definition for distant occlusion/detail on the surface so it's muted away, whereas DLSS accounts for this as the AI has analysed the scene, noted that there is meant to be detail there and so puts the texture/shadow detail there with correct occlusion:
Screenshot from the video zoomed in:
Native:
DLSS:
This is actually the first time I've watched this quirk on video and had the time to rewind and fast forward between the renders so it's pretty clear what's happening vs just taking a screenshot of any given scene in game. The detail /is/ technically there, it's just not being rendered at native properly when the camera is zoomed out. Like at an overhead angle looking directly at that distant area you'll make it out whether native or not. The purpose of AI reconstruction is to restore the details that would otherwise be there regardless of rendering method, to be realistically convincing. When you get low to the ground in real life you don't suddenly see less detail, so why should game rendering see the same issue as shown in native resolution?
I find it amusing but also in some ways insulting that no matter what actual proof is posted, someone will always be there to go "oh that was cherry picked", or come up with some other excuse to try to throw shade onto something.