Not this bs blanket statement again. It depends which vrs mode is used. If you are going to complain about it, at least have a clue what its doing or how it works!
This is clearly the finer granularity highest tier implementation, as evidenced by the shot that looked like a negative in the video that was aimed at showing the shading rate differences in different portions of the screen.
Outside of Gears 5, there hasn't been a single implementation of VRS using Xbox's hardware solution that doesn't exhibit an unacceptable level of artefacting. And even Gears 5 wasn't immune to the problem.
The issue is that Direct X's hardware VRS was sold as a feature that absolutely does not impact image quality, and this is true for still images with no other post-processing going on. But the evidence presented here with the scene looking better when the sharpening filter intensity is reduced shows that MS's VRS implementation doesn't seem to play nice with other post-processing effects and on its own seems to produce significantly perceptible artefacting in motion.
COD dev's software VRS done in compute shaders provided better flexibility than Xbox's hardware approach and thus provided consistently better results in motion. So it seems like hardware VRS (as per the DX implementation) was a bit of a turkey, and all the fanboy crowing about it pre-launch was laughably premature.