http://www.opengl.org/wiki/Framebuffer_Object Using a framebuffer object, one can attach a fragment shader which can handle the motion blur and antialiasing, among other things. For q3mme I suspect that the scene is getting rendered onto an oversized FBO (perhaps multiple if multiple effects are applied), which has a number of different fragment shaders applied to them, and then the output video is the result of these FBOs. These FBOs are done offscreen in order to not occlude the viewing space. I suspect that's what q3mme does. My knowledge of how the renderer works is very hazy, and perhaps @@Raz0r can explain more as he's done this sort of thing before (or maybe @@Xycaleth or @@Scooper). I'm interested in the way q3mme handles antialiasing and motion blur, as well as the other effects, and I was interested in maybe applying these effects in real-time. Of course, I wouldn't know very much about the renderer, but I'm trying to get more familiar with it.