Look at the upscaling ghosting on the guy on the right at 3:10, if you can't notice it anywhere else you should be able to see it there easy enough. I could give you some other plainly obvious parts but bugger it, you can't see it so i'll leave you to just enjoy your steak in the matrix.
Well, nice patronizing attitude to someone actually playing the game himself, less than three feet away from a 50" Panasonic with full resolution resolved motion.
There's all kinds of issues with some cutscenes, from stuttering to even a sort of macroblocking looking glitch during the first frames of a cut.
I am referring to actual gameplay, there's no visible reconstruction artifacts whatsoever in the game that you can notice while normally playing, only noticeable accumulation differences are the usual Lumen/diffuse reflections artifacts in some of the biggest areas taking a bit to stabilize.
Whatever the hell the game is doing it's making it look more native-looking and "pristine" (meaning closer to the raw render) than the usual TAA + Sharpening usually seen in these Performance modes on consoles, despite it being obviously less temporally stable and less sharp than the Quality mode.
Just took this screen right now in Performance Mode, should be extremely easy to pixel count (unlike the usual TAA reconstructions):
I've commented on that video and I'm not sure if it's DLSS but there are instances where the textures are clearer on the PS5 and blurry on the PC version.
I think PC is just taking longer loading those textures.
Edit:
Yeah just took a screenshot while rotating the camera at full speed in Downtown,
not a single artifact not even on the chain fence, game is either 100% native output or implements the best reconstruction I've seen because a screenshot took in such conditions should usually translate into a mess.
I did notice some ghosting (same kind of ghosting seen at times in InFamous: Second Son, a native resolution game when it launched on PS4) while simply panning horizontally next to the fence, so I have no idea whatsoever what's going on.
Also just saw for the first time the Lumen flashlight bounce lighting in a secondary mission in RoboCop.. it's absolutely amazing, because while at first glance it may appear to be a bit less impressive/polished than the ND implementation, here the bounce light actually causes secondary occlusion!
Mind-blown. Unreal Engine 5 man..