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vr.anti_aliasing now takes fxaa, smaa or off. SMAA runs the reference implementation (third_party/smaa, MIT) at its High preset: luma edge detection and blending weights into per-eye images, then neighborhood blending into the runtime's swapchain through FXAA's final pass. Its area and search lookup textures are uploaded once per device. If SMAA cannot be set up, the eyes fall back to FXAA. Also export vr.anti_aliasing from config.yaml: the VR backend reads the process environment, so the setting only worked as an environment variable. On a Quest 2 through SteamVR at 120 Hz (2136x2236 per eye), SMAA ran at 118.6 fps against 118.8 for FXAA, with p99 frame times of 10.1 and 9.5 ms.