CurseForge · Minecraft mod
Classic Anti-aliasing
Implementation of some conventional antialiasing techniques into Minecraft!
Quick answer
Which Classic Anti-aliasing release should I use?
Classic Anti-aliasing aamod-neoforge-0.8.2-beta.jar targets 26.2 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. 3 required mods need a matching file.
Where it goes
Is Classic Anti-aliasing required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Classic Anti-aliasing aamod-neoforge-0.8.2-beta.jar need?
aamod-neoforge-0.8.2-beta.jar. Change the file and its required mods may change too.
Install Fabric Language Kotlin, Architectury API, Kotlin for Forge, Fabric API and 1 more first, but 3 required mods have no matching file for this setup. Do not mix loader builds to force a match.
We only count dependency files that match this setup. A file for another loader does not fill the gap.
Before you install it
Add Classic Anti-aliasing without breaking your instance.
Built for Classic Anti-aliasing aamod-neoforge-0.8.2-beta.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use aamod-neoforge-0.8.2-beta.jar. It targets 26.2 with NeoForge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
Install Fabric Language Kotlin, Architectury API, Kotlin for Forge, Fabric API and 1 more first, but 3 required mods have no matching file for this setup. Do not mix loader builds to force a match.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside aamod-neoforge-0.8.2-beta.jar. It opens that exact file at the source.
About this project
What does Classic Anti-aliasing add?
Classic Antialiasing
Overview
As one of the derivative products of the author's DXEGP project, this mod extracts the anti-aliasing feature from Illusion as a standalone mod, re-adapts compatibility for Minecraft's own Blaze3D abstraction layer as well as the Sodium and Iris Shaders mods, and expands the types of anti-aliasing methods and adds more customizable parameters.
Note: To facilitate development across mod-loader platforms, this mod uses Architectury API as a prerequisite library. Therefore, if you encounter strange issues after installing this mod and Architectury-related entries appear in the log, please suspect this mod first rather than Architectury API, to avoid causing unnecessary harassment to its development team.
Usage
Vanilla
For vanilla, i.e., when Sodium is not installed, the anti-aliasing settings can be found in the "Video Settings" page -> "Quality & Performance" entries.
More detailed settings can also be adjusted in the mod configuration (built into NeoForge; on Fabric, Mod Menu is required).
Sodium / Sodium + Iris Shaders
With Sodium it is even simpler: either click "Anti-Aliasing" in the sidebar or scroll to the anti-aliasing entry and click "Open" to jump to the mod configuration menu.
Anti-Aliasing Methods
This mod adds 4 anti-aliasing methods:
FXAA (Fast Approximate Anti-Aliasing): smooths jagged edges by analyzing screen pixels rather than world/object models; it is one of the most widely adopted and simplest anti-aliasing methods.
SMAA (Subpixel Enhanced Anti-Aliasing): first performs edge detection, then splits the individual pixels of edge aliasing into multiple subpixels, and then performs a weighted average from neighboring space to achieve smoothed jagged edges.
SSAA (Super-Sampling Anti-Aliasing): directly increases the image resolution, then downsamples and averages to smooth jagged edges; it is the most primitive and also the most performance-intensive anti-aliasing technology.
TAA (Temporal Anti-Aliasing): through historical-frame screen-space depth reprojection, color blending, per-object motion vector sampling, and subpixel jitter injection, it synthesizes and reconstructs the spatial information of the image within temporal information to achieve a very ideal jagged-edge smoothing effect, usually used together with post-sharpening.
FXAA settings description:
Subpixel Blending Strength: controls the strength (weight) of smoothing subpixels. The higher it is, the more it can smooth fine contours, but it may also make the image softer.
Relative Edge Threshold: relative contrast threshold. The lower it is, the more edges are processed, and it may also increase overhead.
Minimum Brightness Threshold: absolute contrast threshold. The lower it is, the more it can cover darker edges with lower contrast.
Edge Search Steps: controls the number of steps in edge detection. The more steps, the higher the edge data quality and the better the image performance, but it also brings some slight performance loss accordingly.
SMAA settings description:
- Quality Preset: higher presets search farther and finer edges, with a slight impact on performance.
SSAA settings description:
- World Resolution Scale: modifies the resolution multiplier for actual world rendering. Actual render resolution = final displayed resolution * World Resolution Scale, used for downsampling to smooth jagged edges.
TAA settings description:
TAA Jitter Sequence: sets the parameter sequence generation method used for subpixel jitter injection. The default is Halton (2, 3), which has the widest range of applications; Hammersley and Rank-1 / R2 Lattice methods may produce repetitive patterns in some scenes; the Owen-scrambled Sobol sequence has a slight performance loss; and the pre-generated progressive Poisson blue-noise method causes some low-frequency details to be lost and degrades the initial-state appearance.
TAA Jitter Sample Count: sets the number of historical frames used. Generally speaking, the more samples, the better the smoothing effect, but too high a sample count will cause slight image degradation after history reset (such as when moving the view quickly).
TAA Post-Sharpening Strength: controls the strength parameter of the post-sharpening step. Higher strength brings sharper image performance, but correspondingly increases flickering in some places.
Compatibility Notes
The Sodium and Iris Shaders mods will be the first target for compatibility support. If you encounter related bugs, please actively report them to the author.
Due to its own nature (it is itself upscaling + anti-aliasing), the compatibility goal for the Super Resolution mod is only coexistence. This mod does not promise any support for the unpredictable consequences of stacking multiple anti-aliasing methods.
Mutual compatibility with Illusion, another project also originating from DXEGP, is also listed as a first target.
Compatibility with OptiFine is currently not guaranteed, and will not be considered in the future either.
Project description from CurseForge.
Pick your setup
Classic Anti-aliasing by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
26.2
2 loader buildsCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Classic Anti-aliasing versions and loaders
aamod-neoforge-0.8.2-beta.jar
13 Nov 2026
aamod-fabric-0.8.2-beta.jar
13 Nov 2026
aamod-fabric-0.8.1-beta.jar
9 Nov 2026
aamod-neoforge-0.8.1-beta.jar
9 Nov 2026
Looking for an older file? The official CurseForge project page is in Resources.