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Eden provides a broad set of graphical enhancement options, from basic anti-aliasing to advanced external post-processing tools like ReShade. This page covers visual quality settings, driver-specific workarounds, and how to apply external shaders. For shader caching and Vulkan pipeline settings, see the Settings page.
Anti-aliasing options reduce jagged edges and visual artifacts on rendered geometry. Eden offers three modes:
OptionDescription
No AADefault. No anti-aliasing is applied.
FXAAFast Approximate Anti-Aliasing. Low performance cost with minor smoothing artifacts. Based on Timothy Lottes’ NVIDIA FXAA implementation.
SMAASubpixel Morphological Anti-Aliasing. Higher quality than FXAA with better edge detection. Based on the SMAA specification.
FXAA is a good starting point when you want a small quality improvement at minimal cost. SMAA provides noticeably better results at a slightly higher GPU load.
Image filters control how the rendered frame is scaled to your display. Each filter targets a different balance between sharpness, smoothness, and performance.
FilterBest forNotes
NearestDebuggingNo filtering. Fast on any hardware, but low image quality.
BilinearGeneral useMatches the Tegra X1 hardware default. Fast with acceptable quality.
BicubicSmooth scalingUses Catmull-Rom (or hardware-accelerated) interpolation. Better rounded edges than bilinear.
Zero-TangentArtifact reductionBicubic variant using Zero-Tangent matrix weights. Fixes some Catmull-Rom ringing. Not hardware-accelerated unless the device supports VK_QCOM_filter_cubic_weights.
B-SplineArtifact reductionBicubic variant with B-Spline weights. Smoother than Catmull-Rom but slightly blurrier.
MitchellArtifact reductionBicubic variant with Mitchell-Netravali weights. A balanced trade-off between sharpness and ringing.
Spline-1PerformanceSimilar to Mitchell but uses a faster texel fetch path. Generally less blurry than standard bicubic even without hardware acceleration.
GaussianEdge softeningApplies a full-frame Gaussian blur. Reduces edge artifacts but is slow and can appear blurry overall.
LanczosSharp upscalingUses a=3 (49 texel fetches). Sharp edges with some blurring artifacts. Slower than bicubic options.
ScaleForceExperimental upscalingExperimental texture upscale method. See ScaleFish. Relatively fast.
FSRUpscalingAMD FidelityFX Super Resolution. Sharp upscaling with good quality, but can appear oversharpened. Moderate performance cost.
AreaDownscalingHigh kernel-count area interpolation. Best when internal resolution is higher than display resolution. Slow.
MMPXPixel-art gamesNearest-neighbour variant designed for pixel-art content. Only useful for games with pixel-art graphics.
If you are running at a higher internal resolution than your display, Area interpolation gives the best downscaling quality. For standard or upscaled output, FSR or Lanczos are strong choices.
Anisotropy improves texture quality on surfaces viewed at shallow angles (such as floors and roads). Eden’s anisotropy setting is additive: the final value is the game’s requested level plus the value you set here.
  • Default — Uses the native anisotropy value as it would appear on real hardware.
  • Automatic — Sets anisotropy based on your display resolution.
  • x2 through x64 — Manual multiplier values for fine control.
Disabling anisotropy entirely can break rendering in a large number of games. It is available for flexibility but is not recommended for general use.
ReShade is a post-processing injection framework that works alongside Eden on Windows to apply custom shader effects to the rendered output.Installing ReShade
1

Download ReShade with add-on support

Download ReShade Setup 6.6.2 (Windows 64-bit) with add-on support from the ReShade website.Verify the download using the SHA-512 checksum:
1f09a73afa160480c13ffdd73cc04b1dc82943dddea58ad3bb9375f26b48c2787d0a85197e46b6fce32a4fd3472465520a3355ed3436241e17fba7ebaff7ffec
2

Point ReShade at Eden

Open the ReShade installer and click Browse. Navigate to the folder containing eden.exe, select it, then click Next.
3

Select Vulkan as the rendering API

On the rendering API selection screen, choose Vulkan and click Next.
4

Skip effect selection

On the “Select effects to install” screen, click Next without changing anything.
5

Install Shader Toggler

On the “Select add-on” screen, check the box for Shader Toggler by Otis (GitHub) and click Next to complete installation.
Using Shader Toggler to disable flickering shaders
1

Launch the game and open ReShade

Start a game. A ReShade pop-up should appear after launch. Navigate in-game to a point where a flickering shader is visible.
2

Open the ReShade menu

Press the Home key on your keyboard (rebind in ReShade settings if your keyboard lacks one).
3

Open the Add-ons tab

In the ReShade menu, navigate to the Add-ons tab at the top.
4

Collect frames

Scroll to the Shader Toggler section at the bottom. Open the dropdown and set the # of frames collected slider to its maximum. Click Change shaders while watching the flickering shader in the background.
5

Identify and disable the shader

When frame collection finishes, press Numpad 2 until the flickering lines disappear. Then press Numpad 3 to add the shader to the disabled group. Click Done and Save all toggle groups.
6

Set to active at startup

Click the Edit button for the saved toggle group and enable Active at startup so the shader is disabled automatically on every game launch.You can toggle the shader on and off manually with Caps Lock (or a custom key configured via the Edit button).

Driver-specific fixes

Some graphics issues are caused by driver behavior rather than Eden itself. The fixes below apply to specific drivers or operating systems.
Version override environment variablesEden requires a minimum Vulkan version and OpenGL version to start. If your Mesa installation reports a lower version than required, you can override the reported version with environment variables:
# OpenGL version override
MESA_GL_VERSION_OVERRIDE=4.6 MESA_GLSL_VERSION_OVERRIDE=460

# Vulkan version override
MESA_VK_VERSION_OVERRIDE=1.3
Set these variables before launching Eden. For more detail, see the Mesa environment variable documentation.swrast / LLVMpipe crashes under high loadOlder versions of Mesa can produce an invalid SSA IR in the OpenGL backend when running under swrast or LLVMpipe, causing a crash. Use the helper script from the Eden repository to work around this:
# Run from the Eden source repository root
bash tools/llvmpipe-run.sh

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