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.Documentation Index
Fetch the complete documentation index at: https://mintlify.com/eden-emulator/mirror/llms.txt
Use this file to discover all available pages before exploring further.
Anti-aliasing
Anti-aliasing
Anti-aliasing options reduce jagged edges and visual artifacts on rendered geometry. Eden offers three modes:
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.
| Option | Description |
|---|---|
| No AA | Default. No anti-aliasing is applied. |
| FXAA | Fast Approximate Anti-Aliasing. Low performance cost with minor smoothing artifacts. Based on Timothy Lottes’ NVIDIA FXAA implementation. |
| SMAA | Subpixel Morphological Anti-Aliasing. Higher quality than FXAA with better edge detection. Based on the SMAA specification. |
Image filters
Image filters
Image filters control how the rendered frame is scaled to your display. Each filter targets a different balance between sharpness, smoothness, and performance.
| Filter | Best for | Notes |
|---|---|---|
| Nearest | Debugging | No filtering. Fast on any hardware, but low image quality. |
| Bilinear | General use | Matches the Tegra X1 hardware default. Fast with acceptable quality. |
| Bicubic | Smooth scaling | Uses Catmull-Rom (or hardware-accelerated) interpolation. Better rounded edges than bilinear. |
| Zero-Tangent | Artifact reduction | Bicubic variant using Zero-Tangent matrix weights. Fixes some Catmull-Rom ringing. Not hardware-accelerated unless the device supports VK_QCOM_filter_cubic_weights. |
| B-Spline | Artifact reduction | Bicubic variant with B-Spline weights. Smoother than Catmull-Rom but slightly blurrier. |
| Mitchell | Artifact reduction | Bicubic variant with Mitchell-Netravali weights. A balanced trade-off between sharpness and ringing. |
| Spline-1 | Performance | Similar to Mitchell but uses a faster texel fetch path. Generally less blurry than standard bicubic even without hardware acceleration. |
| Gaussian | Edge softening | Applies a full-frame Gaussian blur. Reduces edge artifacts but is slow and can appear blurry overall. |
| Lanczos | Sharp upscaling | Uses a=3 (49 texel fetches). Sharp edges with some blurring artifacts. Slower than bicubic options. |
| ScaleForce | Experimental upscaling | Experimental texture upscale method. See ScaleFish. Relatively fast. |
| FSR | Upscaling | AMD FidelityFX Super Resolution. Sharp upscaling with good quality, but can appear oversharpened. Moderate performance cost. |
| Area | Downscaling | High kernel-count area interpolation. Best when internal resolution is higher than display resolution. Slow. |
| MMPX | Pixel-art games | Nearest-neighbour variant designed for pixel-art content. Only useful for games with pixel-art graphics. |
Anisotropic filtering
Anisotropic filtering
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.
ReShade integration (Windows)
ReShade integration (Windows)
ReShade is a post-processing injection framework that works alongside Eden on Windows to apply custom shader effects to the rendered output.Installing ReShadeUsing Shader Toggler to disable flickering shaders
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:
Point ReShade at Eden
Open the ReShade installer and click Browse. Navigate to the folder containing
eden.exe, select it, then click Next.Select Vulkan as the rendering API
On the rendering API selection screen, choose Vulkan and click Next.
Skip effect selection
On the “Select effects to install” screen, click Next without changing anything.
Install Shader Toggler
On the “Select add-on” screen, check the box for Shader Toggler by Otis (GitHub) and click Next to complete installation.
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.
Open the ReShade menu
Press the Home key on your keyboard (rebind in ReShade settings if your keyboard lacks one).
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.
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.
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.- Mesa (Linux)
- NVIDIA (Linux, X11)
- HaikuOS
- Windows
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: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: