What are you taking about? None of those 3 examples stated are caused/happen in native rendering.
Ghosting is a byproduct of your monitor. Every single upscaling/frame gen tech introduces ghosting otherwise not present in native rendering.
Frame stretching/polygon errors exist or existed in games such as F1 and CP2077 when explicitly using DLSS3 frame gen; resulting in inaccurate garbled textures and polygons in cars and other objects.
UI flickering, very different from shimmering on textures such as fences etc…, doesn’t happen in native rendering. F1, CP2077 and other games were reported to have this issue in early versions of DLSS3 (I’m unaware if all have been fixed, I know it’s been corrected in CP2077). This caused flickering, warped text, screwed up reticles, inventory errors and were overlaps obscuring random parts of game UI.
So no… the tech is interesting, but having to correct multiple issues on a per game basis does not warrant the praise some people give it. It needs a lot more work to be a viable solution, as it exists it’s simply a stop gap for limitations in raw rendering hp generational leaps.