Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Fidelity FX does multiple things. The implementation in this and Wonster Hunter World is the same basic idea as DLSS. Run the game at a lower internal resolution with sampling to smooth the image and an adjustable sharpness setting to try to mitigate blur.
But: The basic idea is the same. Running the game at a lower internal resolution with filters to smooth the image and bring sharpness back up.
Being hardware agnostic is the ENTIRE point of the technology as compared to DLSS.
They serve the same function.
They just accomplish it slightly differently.
CAS basically renders the game at 75% resolution and then sharpens it, so you get a slightly fuzzier game but more FPS.