I'll explain. SMAA has 4 modes it can be used in: 1x, T2x, S2x and 4x 1x is the fastest but lowest quality version and 4x is the highest. T2x and S2x are about the same qualitywise, but T2x is much faster than S2x. They are named after how many samples they use and how they acquire them. 1x takes 1 sample per pixel, from the center of the pixel - this is the version the injector uses. T2x takes 2 "temporal" samples - 1 sample per pixel for each frame, but it uses the sample from the previous frame and every frame it moves the sample slightly off-center and then it corrects for movement and blends the two temporal samples into one so you get twice the resolution but still only take 1 sample per frame. Very clever. Takes about 130% of the time that 1x takes, but has twice the resolution. S2x takes 2 "spatial" samples - 2 samples each frame, both samples moved slightly off-center and blended, but it doesn't use information from the previous frame as T2x does. Takes twice the samples each frame so it takes about 200% of the time 1x takes, but has twice the resolution. 4x combines T2x and S2x, and takes 2 spatial samples each frame and uses the information from the previous frame too, to give 4x the resolution in about 230% of the time 1x takes. T2X, S2x and 4x are all awesome, but require the application to support them, otherwise it can't move the samples or provide the velocity vectors needed to correct for motion blur. The injector can only use the image of the scene as the game rendered it - it cannot move the samples and it cannot read the velocity vectors that tells it how the new image have moved in relation to the previous and so the only mode that will work with the injector is SMAA 1x. Hopefully more games will implement SMAA T2x, S2x and 4x in the future. Read the SMAA documentation, whitepapers and see the video to learn more about the difference between the different SMAA modes.