I'm not mixing anything. You missed my point in the comparison. I could have used the basic fast square root function as an example instead of FXAA. The point is that most settings and algorithms in software that impact how things are drawn on screen are fixed in their implementation. FXAA has a clear mathematical algorithm behind it. You can trace what happens to output pixels from input pixels with the only adjustment being a couple of variables. Whereas DLSS has an "AI" model behind it which is constantly tweaked and changed between versions.
Most algorithms are tweaked throughout their lives, AA is no exception. Even FXAA has many implementations.
More or less disappointing than a frame rate increase the equivalent of literally buying new hardware 2 generations in the future? Just remember what the effect here is. A bit of ghosting to save literally a thousand dollars in video hardware. Maybe you and I just have a different threshold at where we are disappointed.
Depends what are you trying to achieve, higher numbers in benchmarks for marketing or actually comparable quality. In competitive online gaming those effects really get to you. You start seeing things where there is nothing. Don't get me wrong, I really want this technology to succeed, but so far it is under-preforming in my opinion.
The best book on programming for the layman is "Alice in Wonderland"; but that's because it's the best book on anything for the layman.