because games look horrible and blurry at 1440p render, that's normal
new modern engines need a minimum of 4k resolution pixel information to properly look "clear" and "sharp". anything less fails to deliver a clear experience
it has nothing to do with your monitor resolution either, just push res scale and image will look sharp/clean as it did on 4k screen. it has nothing to do with screen resolution, new game engines needs more pixels to accomodate for TAA in modern games such as rdr 2
playing at 1440p is effectively playing at 720-900p due to valuable pixel information lost to TAA
same at 4K, you're practically playing at old-1440p quality due to valuable pixel information lost to TAA
1080p takes the biggest hit, image will look like 360-540p on motion due to pixel info lost
with TAA, 1080p 1440p and 4k are not their native resolution anymore. it only looks native when you stand still or in still motions. that's why 4k tends to look better because it preserves more pixel info when moving the camera
a 720p game from MSAA-forward engine era will look sharper, cleaner and more refined than a 1440p TAA-deferred engine game.
Go play Witcher 2. or old AC games. or any games that were released before the invention of PLAGUE called TAA. they will look sharp and superior whatever the resolution you play it at. play it with both your 1440p and 4k screen. you will see that there's no practical differences. because each screen will provide a sharp, clean image due to no temporal anti aliasing. 4k on such games will only provide more antialiasing, and thats about it. 4k on modern TAA games is not there to provide AA but it is there to make the image look more clear in motion
MSAA uses spatial anti-aliasing, it has a number of quality issues.
Alpha testing
Alpha testing is a technique common to older video games used to render translucent objects by rejecting pixels from being written to the framebuffer. If the alpha value of a translucent fragment is not within a specified range, it will be discarded after alpha testing. Because this is performed on a pixel by pixel basis, the image does not receive the benefits of multi-sampling (all of the multisamples in a pixel are discarded based on the alpha test) for these pixels. The resulting image may contain aliasing along the edges of transparent objects or edges within textures, although the image quality will be no worse than it would be without any anti-aliasing. Translucent objects that are modelled using alpha-test textures will also be aliased due to alpha testing. This effect can be minimized by rendering objects with transparent textures multiple times, although this would result in a high performance reduction for scenes containing many transparent objects.
Aliasing
Because multi-sampling calculates interior polygon fragments only once per pixel, aliasing and other artifacts will still be visible inside rendered polygons where fragment shader output contains high frequency components.
Performance
While less performance-intensive than SSAA (supersampling), it is possible in certain scenarios (scenes heavy in complex fragments) for MSAA to be multiple times more intensive for a given frame than post processing anti-aliasing techniques such as FXAA, SMAA and MLAA. Early techniques in this category tend towards a lower performance impact, but suffer from accuracy problems. More recent post-processing based anti-aliasing techniques such as temporal anti-aliasing (TAA), which reduces aliasing by combining data from previously rendered frames, have seen the reversal of this trend, as post-processing AA becomes both more versatile and more expensive than MSAA, which cannot antialias an entire frame alone.
Temporal anti-aliasing (TAA) is a spatial anti-aliasing technique.
TAA compared to MSAA
Prior to the development of TAA, MSAA was the dominant anti-aliasing technique. MSAA samples (renders) each pixel multiple times at different locations within the pixel and averages the samples to produce the final pixel value. In contrast, TAA samples each pixel only once per frame, but it samples the pixels at a different locations in different frames. This makes TAA faster than MSAA. In parts of the picture without motion, TAA effectively computes MSAA over multiple frames and achieves the same quality as MSAA with lower computational cost.
TAA compared to FXAA
TAA and FXAA both sample each pixel only once per frame, but FXAA does not take into account pixels sampled in past frames, so FXAA is simpler and faster but can not achieve the same image quality as TAA or MSAA.
TAA compared to DLSS
Nvidia's DLSS operates on similar principles to TAA. Like TAA, it uses information from past frames to produce the current frame. Unlike TAA, DLSS does not sample every pixel in every frame. Instead, it samples different pixels in different frames and uses pixels sampled in past frames to fill in the unsampled pixels in the current frame. DLSS uses machine learning to combine samples in the current frame and past frames, and it can be thought of as an advanced TAA implementation.
Red Dead Redemptions 2 DLSS vs TAA vs MSAA. 2:05
DLSS image looks better. MSAA and TAA look close. TAA looks a little softer. DLSS looks sharper and more detailed.
Guilherme Fonseca
1 day ago it seems that the DLSS is with the image much sharper.
Enrico D.
1 day ago
It's 2.2.10, just take the 2.2.6 from techpowerup and replace it, I was confirmed that it removed ghosting and flickering
Thomas
1 day ago Oh wow* I'm really surprised. DLSS looks fantastic. Just look at the first scene. The background is sharper and more detailed. I can finally disable TAA. And DLSS gives you more FPS.
CaptainMcShotgun
1 day ago Better than native!
Fabibi an
1 day ago
This was sooo needed. Finally. TAA makes the game look blurry, FXAA is just...bad and MSAA makes your performance go poop. DLSS saves the day
rockkiller124
2 hours ago
DLSS saved this game's performance entirely without sacrificing a lot of graphical details
Hazmi Fly
19 hours ago (edited)
Easy win for DLSS.. quality almost the same with MSAA and less blurry than TAA..more performance too than both antialiasing.