This implementation elegantly resolves the tension between voxel geometry and pixel crawling through sophisticated temporal accumulation. It demonstrates that even the most rudimentary aesthetics can achieve cinematic clarity when backed by rigorous rendering mathematics.
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Deep Dive
Adding Anti-Aliasing / Super Sampling to my Minecraft Shaders! (Icarus Shaders)Added:
Everybody this is Time Dropper here, and this video is to show some uh new um anti-aliasing in the accrued shaders.
Got a debug view going with the left side of the screen showing white where it is being applied, and red where it is not.
Um it is a TAA that gives four times the visual fidelity in the scene.
Um so, it's rendering like four pixels for every pixel uh over time, over four frames.
And you can see that it is invalidating things based on a a pretty smart system to try to make sure that the image doesn't have any extra ghosting um due to the accumulation. Overall, I think it's doing a a very good job.
Um I'm going to switch the resolution and show some other options real quick.
Uh one of the options that some people would like if they are very, very picky, and this will be in a better menu uh on the next update, is um right now this is just in the testing menu, and it is on by default.
You could use turn this off to turn it off as a system.
Um if you do only on edges, if you watch the screen on the left now, everything that's white, which is where uh TAA is being applied, um which the benefit of it being everywhere is that you do get that subpixel precision, where the rendering is like four times more detail.
But if you look here, now it's only applying it literally on the edges, so that there's no chance of ghosting.
It is uh literally only acting as anti-aliasing um on geometry edges.
Um so, for anyone who's really, really picky, and doesn't like TAA, um this should still give you some of the benefit.
Um to show some of that off, let me get something that's really dark, like another portal here, and I will lower the resolution and look up at the sky.
So, let's go to our render scale, and I'm going to put this insanely low.
On this low, it is going to break my sky rendering because the accumulation for that I think has a little bit of a subpixel offset that I need to fix.
But, we'll look at um the the edges.
So, see here with doing just the edges, um you see we've got the aliasing uh between the nether portal and the sky um being preserved.
Uh Okay. Let's back off from only doing edges.
Overall, I think this is a um a really good implementation.
The um the only thing that it kind of doesn't do perfect right now is um Well, it's at point five, so you can still see it a little bit, maybe. Um the changes to the sun shadows are blurred out. I have a solution for this, and I had it applied in older versions of the shader, and at some point um I removed it. So, you can see it is not accounting for changes in the sun shadows. But, I have code for that, and I just need to kind of re-implement it um for for this version.
Other things. But, overall, I think this is um should be a nice improvement, and it should add some nice fidelity to the image, especially on um things like water. I'll get rid of the debug view for a minute, and just kind of look at stuff.
Let's debug view is right here.
Um I've not made a really good um state of the shader video yet for this month. I wanted to at least have one more feature for the the upload if I do.
Um So, I wanted to at least get like this done. So, I've got this done.
And I think it does a pretty good job. I think it really makes it look um, especially like water and stuff that was very uh, had a lot of aliasing and noise. I think this does a really good job to clean it up.
Um So, hopefully everybody enjoys it. Uh, let me know what you think. And, um, like I said, it's defaulted on right now because I don't think it has any downsides.
Um, but it definitely has upsides. Maybe there's a little bit Um, if anyone encounters any problems with it, let me know.
Um And I will try to get a bigger video about all the other changes that happened this month done pretty soon. Hi Sasha. This video is now brought to you by Sasha the cat. She is sniffing the microphone. And she wants me to move it to give her some pets. So, I'm going to do that. Uh, have a good day and I'll talk to you all soon.
Um, hope you enjoy the, uh, the anti-aliasing. I I think it's really clean and does such a good job just enhancing the image.
All right, bye.
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