The thing is DLSS is not
needed for everything. At some point, if your game in rasterization performances is hitting easy >144 fps, DLSS would just become some kind of overkill where less than 1% of gamers even have the monitors for such a refresh rate. Sure, it would be nice to always have, but let's be realistic. The games that need the most are with RT effects, because then it literally makes the difference between unsufferable framerates to "hey, this is playable"
DirectStorage's inclusion in D12u API and game engines that will start to change their data management systems ala unreal 5 will make VRAM discussions a thing of the past. Because now VRAM is no longer filled with 95% idling data, for the next 30 seconds or more of gameplay. It'll act like a buffer, 1~3 seconds of data needed for what the player directly sees (and even that will have variable rate shaders, or like unreal 5's nanite with on the fly LOD to reduce data density), barely idling data in VRAM, while SSD is seen as
almost an extension to video memory.
I would say that SRAM choking at 4K, even if you have 16GB of VRAM, is more troublesome for the future proofing of these huge data streams.
There's also
xbox developers going with ML solutions for AI texture upscaling that would again reduce size of textures.
There's always going to be developers who fuck up their port, like always, but in general, the age of brute forcing your way to rendering, wether it's resolution or data management, should be over soon.