You can take 1440p and shove it somewhere. Seriously when the 10 series came out 4k was the thing. Then Nvidia backtracked to 1440p. Totally sad I jumped on the 4k gaming and then got screwed in the end by nvidia.
Not just Nvidia. The entire industry is guilty of this. Case in point - the Xbox Series S is advertised as a 1440p 60fps console which is utter bullshit. It is a 1080p 60fps console at best. With some titles managing only 1080p 30fps. Upscaled to 1440p of course. That upscaling is what was advertised.
Similarly, Xbox Series X/PS5 are advertised as 4K 120fps but it is more like 4K 60fps for modern titles. Can they run 4K 120fps? Yes, there will be titles that support it but those would be very few. You can't run something like Spiderman Miles Morales at 4K 120fps while retaining its impressive visual fidelity.
And you can bet that the RTX 3080/3090 won't be 4K cards for very long either as Ray Traced Global Illumination starts becoming more commonplace.
Graphics card companies need bullshit to advertise other than "our cards are faster than before". This is what ends up creating the 3D glasses hype, Nvidia PhysX hype,
Tesselation hype, 4K hype and more recently RTX hype. DLSS is probably the only feature they have created in recent times that isn't complete smoke and mirrors. It's pretty good for resolution scaling and anti aliasing.
I am not saying that Tesselation and RTX aren't useful. They absolutely are. But they are artificially tacked on to existing games and then a few years later it turns out that it's useful for some things only and isn't a game changer as advertised. Hell, tessellation completely stopped being advertised by 2012-13 and it was all the rage in 2009-10.
There are also features that are hard to advertise but developers find very useful. Examples of this are DX11's Compute Shader and DX12's Mesh Shader.
This is why I think DLSS became useful so quickly. It doesn't need artistic supervision to be used and is relatively straightforward to implement in existing workflows.