I didn't say there's no difference - 4k native is mostly a ridiculous fantasy for modern, demanding games anyway - especially for those of us at high refresh rates. "Native" is an archiac term from 10 years ago that holds no modern relevance.
Saying people you don't agree with have bad vision is hilarious. Let's try it - I think your eyes, ears, mouth and brain are bad. Well? What has it achieved? Still - good talk.
4K image reconstructed with DLSSP isnt blurred even slightly therefore people have very good reason to be impressed. My black myth wukong DLSSP screenshots look perfectly sharp and if you see a blurry image then you are the one with vision problems.
That being said, a higher internal resolution will always produce a better-looking image. Motion will have fewer artefacts and look more stable. Most importantly, the quality of certain effects depends on internal resolution and will look the best if you use DLAA (native). So technically, there is a difference, but it's not significant enough for most people. Good vision isnt enough to notice that differece, because you also have to know where to look at and know how certain graphics effects supposed to look at native resolution.
DLAA (native) is prefferable, but only of game runs around 100fps. Lower than 100fps is much better to use lower DLSS presets, because DLAA image at low framerate will look more blurry in motion than DLSS image at much higher framerate. On a sample-and-hold display, the number of frames per second (FPS) determines the clarity of motion.
I still stand on my position.
I play on 8K/4K screens, as well as use DLDSR resolutions a lot. I spent hundreds of hours with DLSS testing. Cannot even count the amount of times spent on diverse comparison with all options, presets etc... in conjunction with DLDSR 1.78 & 2.25.
DLSS P on 4K is noticeable and absolutely a no go for fast games (racing/fps) it smears, it has blurring and oversharpened stuff mainly on the distance because of the compensation the processing has to do to accommodate for low details.
DLSS, no matter how good it is, is still a TAA solution. It's a good TAA solution, but it still is a TAA.
Also, because of the use of extreme blurring, motion blur, dof, chromatic aberration, sharpen filter etc... on all "modern" slop engines like UE5, the difference seems less noticeable to your brain simply because even on native these engines are blurry & smeary slops. Every medium to distant details are lost within it.
Heck, when you think about it, even "quality" mode is very low as it is 0.667 scale which makes the resolution 0.45x of source.
Just tired to see all these "magic voodoo" statement that constantly repeat that the 25% pixels can construct a proper 100% res. No.
But know that this is because of these false claims & false observations that developers don't bother optimizing games anymore, relying on the "well, put dlss performance bruh it will be like native".
To my testing, DLSS P started to output a statisfying image when using DLDSR 1.78 (2880 image), balanced preset still being a bit better.
DLDSR 2.25X, 5760x3240 so 2880X1620 DLSS resolution was when that preset was good to my eye.
Also, there was no offence implied on my first answer, but my apologies if it was clumsy on my end.
The exhaustion of the constant "DLSS being magic" is sometimes bothering me for the aforementioned reasons.