You missed the actually cool part about that Cyberpunk FSR 2.0 mod.  It works by replacing DLSS.  So in principle, any game which implements DLSS via DLL files (which might just be all of them) can be modified to use FSR 2.0 instead by replacing those DLL files with ones that take calls to DLSS functions and pass them through to FSR 2.0 functions, modified as needed.  <br><br>Maybe.  I haven't looked in any detail at the API for either, so I don't know that they are 1:1 compatible, but it's reasonable to guess they are considering the only real difference is the algorithm that merges current and temporal data.