
Display and Performance
Alpha-to-coverage gives cutout textures another route to smoother edges
Alpha-to-coverage uses multisample coverage to soften cutout edges such as foliage. Learn what it changes and why it is not ordinary transparency.

Alpha-to-coverage uses multisample coverage to soften cutout edges such as foliage. Learn what it changes and why it is not ordinary transparency.

Learn how trilinear filtering blends between mipmap levels and how to compare its effect while keeping other game graphics settings unchanged.

Variable rate shading changes where a game spends shading work. Learn how it differs from lowering resolution and how to compare the result.