Samples polygon edges multiple times and can be expensive at high sample counts.
FPS
High
Visual
High
VRAM
Medium
CPU
Very low
Latency
None
What it does
Samples polygon edges multiple times and can be expensive at high sample counts. It works best in forward-rendered games and may not clean shader aliasing.
Games may also call it: Multisample Anti-Aliasing, 2x MSAA, 4x MSAA, 8x MSAA
Decision guide
Lower it when
Lower it when the GPU is near full load and the game cannot hold the target frame rate.
Keep it high when
Keep it high when the visual difference is obvious and the target frame time already has enough headroom.
Handheld advice
On handhelds, reduce this one step at a time and retest at the same TDP, resolution and upscaling mode.
Restart
Usually not required
Some games still apply changes only after reloading a scene or restarting.
Do not overread the meter
It works best in forward-rendered games and may not clean shader aliasing. This score is an editorial cross-game estimate, not a measured result for every engine.