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# TextureSamplingQuality

A discrete trade-off between generation time and texture quality, used by
[`SkyboxGenerator`](/documentation/RealityKit/SkyboxGenerator) and [`ImageBasedLightTextureGenerator`](/documentation/RealityKit/ImageBasedLightTextureGenerator).

```
enum TextureSamplingQuality
```

## Overview

Higher quality reduces noise and banding at the cost of proportionally more GPU work.

## Topics

### Specifying the sampling quality

[`case low`](/documentation/RealityKit/TextureSamplingQuality/low)

Low sampling rates can result in higher noise in high-frequency areas
and banding in low-frequency gradients.

[`case normal`](/documentation/RealityKit/TextureSamplingQuality/normal)

Computes with regular sampling rates.

[`case high`](/documentation/RealityKit/TextureSamplingQuality/high)

Computes with high sampling rates,
reducing texture noise in high-frequency areas.

[`case veryHigh`](/documentation/RealityKit/TextureSamplingQuality/veryHigh)

Computes with very high sampling rates.

## Relationships

### Conforms To

[`Hashable`](/documentation/Swift/Hashable)

[`SendableMetatype`](/documentation/Swift/SendableMetatype)

[`Equatable`](/documentation/Swift/Equatable)

[`Sendable`](/documentation/Swift/Sendable)

---

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