Nvidia DLSS causing issues with Post Process materials reliant on screen size/Absolute World Position

Yeah that is what I ended up doing. It made the material’s colours (vector3 nodes) much brighter than After Tonemapping, so you’ll probably have to tweak your material a bit.
And, I initially figured that was the answer, but it was causing some other issues, like I thought it made the SceneColor a weird brightness too but it was in fact my custom blur node that didn’t work well under Before Tonemapping, so I had to tweak that node too once I realized that’s what was happening.