It is important to know that Nobody Wants To The ones do not have its own TAA, like some other Unreal-Engine 5 titles, instead, is always rendered with one of the upsampling algorithms. The native resolution can be used with all four upsampling technologies.
DLSS Super Resolution makes the best impression by far in the game. Only DLSS really has all the graphics elements under control, on a GeForce RTX graphics card nothing else should be used. While TSR usually remains close to DLSS, Nobody Wants To Die does not. Because especially with the noise of the lumen effects, TSR does not cope well, here AMD FSR does a better job in all resolutions. TSR, on the other hand, manages to calm other objects better than FSR, but this is less often than in other titles. Overall, FSR and TSR are equivalent in the game. Depending on how your own preferences are, the upsampling technology should be chosen.
XeSS in the DP4a version is not recommended, especially with the lumen noise, Intel's upsampling does not come upswing at all. The fact that visible ghosting is repeatedly added does not compensate for the better image stability compared to FSR. XeSS on Intel GPUs looks better, but the lumen noise and ghosting, albeit less intense, remain available. If the intense noise does not bother, XeSS is a good alternative, otherwise you should give TSR or FSR preference.