The official RetroArch documentation describes a set of post-process anti-aliasing shaders. According to the documentation, these shaders are useful for smoothing the jagged edges that occur with polygons rendered at non-native sizes. The documentation also notes that the test images it uses do not really show the effects properly in most cases, and that while some shaders—such as advanced-aa—have a visible and pleasant effect on low-res pixel art, these anti-aliasing shaders are mostly paired with high-res content.

Anti-aliasing shaders described in the documentation

  • AA Shader 4.0 — A basic anti-aliasing shader with a configurable parameter that allows it to work with greater internal resolution multipliers. | AA Shader 4.0 Level 2 — An enhanced version of AA Shader 4.0 that doubles the radius of pixel analysis. | Advanced AA — An interpolation shader that fills in pixels between upscaled texels; it typically works best at 2x scale factors. | FXAA — A common and fast GPU-powered anti-aliasing algorithm created by Timothy Lottes at Nvidia; it works best on high-res content and is increasingly invasive on lower resolutions. | Reverse AA — An algorithm devised by kdepepo that reduces the effects of anti-aliasing, either natural or artificial, while avoiding many of the haloing problems caused by normal sharpening algorithms; it works best at 2x scale. There is also a 3x scale version for use with other shaders, but there is no preset to use it on its own.

Limitations and caveats

  • The documentation states that the test image it uses does not really show the effects of these shaders properly in most cases. | The documentation describes these shaders as mostly paired with high-res content, although some—like advanced-aa—have a visible and pleasant effect on low-res pixel art. | The documentation states that FXAA is increasingly invasive on lower resolutions. | The documentation states that Reverse AA's 3x scale version has no preset to use it on its own.

Reference table · Scroll horizontally to see all columns.

ShaderDocumented descriptionDocumented recommendation
AA Shader 4.0Basic anti-aliasing shader with a configurable parameter for greater internal resolution multipliers.No specific recommendation given.
AA Shader 4.0 Level 2Enhanced version of AA Shader 4.0 that doubles the radius of pixel analysis.No specific recommendation given.
Advanced AAInterpolation shader that fills in pixels between upscaled texels.Typically works best at 2x scale factors.
FXAAFast ApproXimate Anti-Aliasing algorithm created by Timothy Lottes at Nvidia; common and fast, GPU-powered.Works best on high-res content; increasingly invasive on lower resolutions.
Reverse AAAlgorithm by kdepepo that reduces anti-aliasing effects while avoiding many haloing problems caused by normal sharpening algorithms.Works best at 2x scale; a 3x scale version exists for use with other shaders but has no standalone preset.
Evidence and publication details

Sources & references

Content responsibility: FrameTinker editorial desk. Source authors and software maintainers are credited separately below; this is not a claim of hands-on testing.

Published .

RetroArch: antialiasing — official gaming software documentation https://raw.githubusercontent.com/libretro/docs/master/docs/shader/antialiasing.mdRetrieved Oct 14, 2026

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