I had the same problem. I could not get RTSS to show in game no matter what i tried, until i installed MSI Afterburner 4.6.5 Beta 4 Build 16358 and RTSS 7.3.4 Beta 7 Build 27504 and everything is working fine.
Better than native I wouldn't say. DLSS integrates a better TAA than the one many games offer (when properly configured by the devs). The latter outputs often times a quite blurry image and that is also the main reason why DLSS is preferred. But upscaling an image brings to information loss which translates into a lower IQ, no matter what, not to mention the flickering and shimmering on some surfaces, or the ghosting. If our GPUs would have enough horsepower I would definitely keep DLSS off, but for now it's a tradeoff we have to accept because of the consistent extra performance it brings.
The point of DLSS is because generally just using a lower resolution looks bad on current display tech. With DLSS, you get a good upscaler from that lower resolution. One that will have draw backs vs native, but less than a regular upscale. Along with perks like it usually being better at AA, some temporal reconstruction and an LOD bump to assist it. That said, 1080p up-scaled to 4k using Integer tends to look clean. But doings tricks like that gets more complicated and way less good looking at lower resolutions like 1440p or 1080p.
Was interesting to try 70% Power Target in this game. Even with everything maxed and DLSS set to Quality I was able to maintain or get in the vicinity of my monitors refresh rate (144Hz) at 3440x1440. Core frequency took a hit though down to 2350-2400 but the card didn't pull more than ~300W. Interesting experiment
Portal RTX uses Vulkan 1.3. So RTSS with 1.3 listed inside Vulkan layer manifest is mandatory to get it working with this game. 1.3 support was added in September in RTSS 7.3.4 veta 5. So this or newer RTSS builds will work.
I noticed with a 1440p output and DLSS set to Balanced when you pan the camera and look at the gun model (or at bright vertical lines such as by the elevators) you get a lot of "fizzle" and aliasing around the gun model and the vertical lines and then it settles once you slow down the motion. Does Portal even have motion vectors to plug into DLSS? Were they added? I always wondered about this for games that DLSS got plugged into which lacked TAA (One of the Nioh games got it too which only had single frame SMAA iirc). For those titles does it just scale with one frame like a supedup FSR1 or does DLSS require that support for motion vectors and TAA get added first? It is pretty crazy just how heavy Portal RT really is. Brought my 3070 (FE at Stock) to its knees lol. Hopefully with more time RT hardware gets a lot beefier as I'd love to revisit this game down the line with more powerful hardware. Fortunately by the sounds of it the game runs much faster on 4080-4090 (though woowee those prices ow).
Where can I download the latest RTSS beta? I'm on beta 3 now. Have tried to check for updates inside the program, but it says there is no new version. Nevermind, I found beta 7 in your developer thread.
Latest version frame generation dll from Portal RTX. Tested on 3440x1440 DLSS-Q. Please ignore the adaptive sync error, G-sync works no problem at all. Only avg 2.5ms input lag added, well I don't know what to say now.
Maybe it only occurs with lower framerates -- with a 3070 the title is very heavy so perhaps with more temporal data or a higher output resolution the reconstruction works better, not sure.