> ## Documentation Index
> Fetch the complete documentation index at: https://docs.rageon.dev/llms.txt
> Use this file to discover all available pages before exploring further.

# Antialiasing

> Choose how the map smooths jagged edges, and tune each method.

Antialiasing smooths jagged edges on buildings, fences, and wires. Rageon applies one **Method** at a time, under **Configure the view** → **Rendering** → **Antialiasing**.

Which methods you see depends on your computer. A method your setup cannot run is hidden. **Off**, **SMAA**, and **FXAA** are always listed.

## Which method to use

| Method | What it does | Pick it when |
| - | - | - |
| **Off** | No smoothing. | You want the fastest image, or the sharpest raw edges. |
| **TAA** | Stabilizes fine detail across successive frames. | You want stable wires, fences, and distant windows. Default where supported. |
| **MSAA** | Smooths geometry edges using several samples per pixel. Uses more video memory. | You want clean building edges without a soft image. |
| **SMAA** | Smooths edges it detects in the current image. | You want a clean image with no frame-to-frame trails. |
| **FXAA** | Cheap smoothing. It can soften fine detail. | Performance matters more than detail. |
| **FSR 3** | Renders the scene at a lower resolution and reconstructs it at window size. | You need frames per second and accept a softer result. |
| **DLSS / DLAA** | NVIDIA reconstruction. The native profile, **DLAA · 100%**, smooths without lowering the resolution. | You have a supported NVIDIA card. |

Each method has an **Advanced antialiasing settings** section. **Restore this method's settings** puts that method back to its defaults. It does not appear for **Off**.

> [!TIP]
>
> Compare methods with **Real-time clock** off, so the lighting does not change between looks. See [Lighting and weather](/map/lighting-and-weather.md).

## TAA

![Antialiasing section with Method set to TAA and the advanced history, reconstruction, and sharpness sliders](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/map/map-aa-taa.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=df477de76b738c8084b8e0910b8dff3c)

TAA with its advanced settings.

| Option | What it does | Default |
| - | - | - |
| **History in motion** | Lower values reduce trails while you move. | 0.88 |
| **History at rest** | Higher values stabilize still details but react more slowly to change. | 0.97 |
| **Motion sensitivity** | How quickly motion lowers the influence of earlier frames. | 16 |
| **History tolerance** | Lower contains trails. Higher keeps more detail. | 1.25 |
| **Reconstruction** | Higher concentrates current-frame detail. Very high values can shimmer. | 2.29 |
| **TAA sharpness** | Adds sharpness. Zero turns it off. | 0 |

## MSAA

![Antialiasing section with Method set to MSAA, a Samples per pixel selector, and Smooth transparency cutouts](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/map/map-aa-msaa.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=ad034445185560b8964cc8b71dab22d5)

MSAA with Samples per pixel and its advanced setting.

**Samples per pixel** lists the counts your graphics card supports, for example **4×**. More samples give cleaner edges and use more video memory. In the advanced section, **Smooth transparency cutouts** (on by default) also smooths the edges of foliage and fences.

## SMAA

![Antialiasing section with Method set to SMAA, advanced edge settings, and the view showing detected edges](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/map/map-aa-smaa.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=c2bb73b5a1e126bca1995b2e2fb9301c)

SMAA with the SMAA view set to Detected edges.

| Option | What it does | Default |
| - | - | - |
| **Edge threshold** | Lower detects subtler edges. | 0.1 |
| **Horizontal and vertical search** | Longer edge search distance. | 16 |
| **Diagonal search** | Longer diagonal search. Zero turns it off. | 8 |
| **Corner rounding** | Rounding at edge junctions, in percent. | 25 |
| **Local contrast** | Rejects weaker edges next to strong ones to keep detail. | 2 |
| **SMAA view** | **Final image**, **Scene without smoothing**, **Detected edges**, or **Blend weights**. Use the last three to see what SMAA is doing. | **Final image** |

Set **SMAA view** back to **Final image** when you finish comparing.

## FXAA

![Antialiasing section with Method set to FXAA, Search quality, and the smoothing and threshold sliders](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/map/map-aa-fxaa.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=750b750c204f055e62a533f080f799a2)

FXAA with Search quality and its thresholds.

| Option | What it does | Default |
| - | - | - |
| **Search quality** | **Fast**, **Balanced**, **High**, or **Ultra**. | **Balanced** |
| **Subpixel smoothing** | More smoothing of details smaller than one pixel. | 0.75 |
| **Relative threshold** | Lower smooths more edges. | 0.166 |
| **Threshold in dark areas** | Skips low-contrast dark regions. Zero filters them too. | 0.0625 |

## FSR 3 and DLSS / DLAA

![Antialiasing section with Method set to FSR 3, the Quality 67% reconstruction profile, and the sharpness and transparency mask settings](https://mintcdn.com/rageon/SL02705KjqddBRzg/images/map/map-aa-fsr.webp?fit=max\&auto=format\&n=SL02705KjqddBRzg\&q=85\&s=735407fcffbed503c2775974163f137b)

FSR 3 with the Quality reconstruction profile.

Both methods render the scene below window size, then rebuild it. **Reconstruction profile** sets how far down:

| Profile | Scene resolution |
| - | - |
| **Native · 100%** (FSR) or **DLAA · 100%** (DLSS) | Full resolution |
| **Quality · 67%** | 67% (default) |
| **Balanced · 59%** | 59% |
| **Performance · 50%** | 50% |
| **Ultra performance · 33%** | 33% |
| **Custom** | Set **Render scale** yourself |

**Render scale** (25 to 100%) is shown for every method and sets scene resolution directly. With FSR or DLSS you edit it only after choosing **Custom**. The interface and editor outlines always keep window resolution. **FSR 3** has no frame-generation control here.

| Option | What it does | Default |
| - | - | - |
| **FSR sharpness** | Sharpens the reconstructed image. Zero turns it off. FSR only. | 0.4 |
| **Transparency mask** | Reduces trails on water, transparent surfaces, and glow. Each method keeps its own value. | On |
| **Mask sensitivity** | How strongly transparent regions are detected. Needs **Transparency mask**. | 1.00 |
| **Maximum reactivity** | Limits how much earlier-frame color is rejected in those regions. Needs **Transparency mask**. | 0.90 |

DLSS and DLAA need a supported NVIDIA GPU and an installation that includes NVIDIA DLSS. When they are not available, **Method** does not list them.

## Troubleshooting

> **The selected method is unavailable in this session. The renderer will apply a compatible alternative.**
>
> A saved method cannot run now. Choose one of the methods that **Method** still offers.

> **DLSS: …**
>
> DLSS is not available here. Choose another method in **Method**; **Off**, **SMAA** and **FXAA** are always listed.

> **Couldn't apply: …**
>
> The setting was refused. Choose a different method or value.


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