For anyone interested, I tried out Into the Radius' DLSS implementation. 

It has the same level of options as flat games do; High performance, Performance, Balanced, Quality, High Quality. I could not get High Quality to run at all on my 3070, it kept switching the setting off when I did. Anything below Quality looked awful. To put things into perspective a 3070 is barely at half utilization on high(est) settings without any supersampling at the 80fps max of my Rift S. 
First impression of DLSS at native was that it made everything blurrier, Radius is already a blurry game but anything in the distance is noticably less clear. Very thin objects like the laser pointers in the menus flicker and leave long nauseating trails like those early 2000s mouse cursors. Running around it was still very playable. Inside the village I couldn't tell the difference between on and off until I looked into the distance again. No problem aiming and shooting either.

At native res the performance improvement was imperceptible due to the 3070's existing overhead and hard to even spot any difference in frame timing on the chart. I left the ingame resolution at 100% and manually set supersampling to 1.5/150% with Oculus Tray Tool instead. This made the visuals much more crisp which lessened the blurring effect of having DLSS on. 3070 didn't struggle with this either but the frame timings did increase enough that measurable improvements were made by enabling DLSS, at times bringing the frametimes down by over 10%.

Pic related is a very crude comparison using low quality screenshots, better for catching your eye than a comparison. Still images don't show you the real impact DLSS has on image quality while in motion so I might make a higher quality video comparison at some point. This beta version also removed the ability for Oculus users to run the game via the SteamVR SDK so I had to make do with the Oculus debug tools to get a rough idea of the performance impact.