Yes, at some point when you extend your personal ideas to try and invalidate something that objectively most other people enjoy, you are in fact in the wrong. Unless you'd like to argue that the majority of consumers would be benefited by not using upscaling technologies and making it the "norm". Even by your own admission, you use FSR meaning that in some scenarios upscaling is worth the IQ hit for extra performance, meaning it is in fact beneficial. Just because you can spot more artifacts in upscaled gameplay does not validate the idea that upscaling is somehow useless and a detriment to consumers.
For the third time: objective criticism of upscalers does not equal dismissing upscalers. Stop trying to pigeonhole this direction on both my arguments and that twitter thread you're offended with. It's not as black and white as you're trying to paint it.
Also, if you're so certain about FSR 3 meeting the needs of most consumers, then what is the point of spending resources on more advanced upscalers like DLSS, XeSS, and now FSR 4? Who's gonna notice the difference if the average consumer, which you seemingly embody by the power of your own decision, cannot tell the difference? Why are they making them better if not to eliminate something consumers can obviously notice?
Nvidia chose to market their new line of products based on the new DLSS and the new FG, actual performance wasn't even detailed properly. They essentially asked us to judge Blackwell by these two technologies. They published videos and marketing materials for them. So now we discuss them, with good and bad. The same will happen with RDNA4, as I expect FSR4 will be a big part of their marketing effort.
Plus there are games where ray-tracing revolutionizes the look of games like in cyberpunk, contrary to your idea that ray-tracing should NEVER be turned on for people who aren't nitpicking every single frame.
So you do enjoy putting words in people's mouths, I see. You get instantly offended when it feels like someone is "falsifying your own personal experience", but putting words in other people's moths... not a problem there. Even if they didn't say it, they probably thought about it, right? /s
Did you play Cyberpunk with RT enabled and disabled? The first thing I did when I upgraded my video card (after the Covid crazyness) was to turn on RT in Cyberpunk, a game I had played extensively with raster only. I was expecting to get blown away. I had to take screenshots to compare the visuals, because I could not tell the difference after going to the menus back and forth to change the settings. Sure I could have looked for a scene full of reflections to instantly tell RT was there, but in most other scenes the lighting was not obviously better, it was just different. (read my reply to SiliconFly below to find out why)
You can see the same problem in the video I posted. The person doing the blind test cannot tell the diference in motion, he has to stop the recording and analyze details in each frame. Also, he can't tell the difference between High and Medium preset, not immediately anyway.
Does that make RT
useless? Ofc not, it's still the future, but it does show that if we judge a tech based solely on personal perception in the present, then we might as well give up on progress. You want me to admit most people can't tell if FSR Quality is enabled, but also want me to believe that most people will care if RT is used for Global Illumination or not. Somehow the average consumer cannot detect ghosting and shimering artifacts but will see the difference in shadow gradients. I disagree, they can either see both or care for none.
How about we agree that consumers get increasingly more educated as time passes by, and they will gradually care more about both upscaler and RT quality? You know, the way we increasingly cared more about colors, resolution, frame pacing, higher refresh rates and VRR. The things the average consumer takes for granted today.
Games that leverage the full power of RT, tend to have distinct visuals.
And yet the games that leverage the full power of RT are few and far between, whereas games that blend RT and traditional raster techniques are the norm.
For example, did you know the "Psycho" RT profile in Cyberpunk had plenty of raster lighting still baked in? We found out about it when Nvidia showcased the
Overdrive Mode. Imagine that, distinct visuals with plenty of raster lights, or even better visuals with hardware requiremetns that crush all but one GPU in existence.