Anti alias & Vsync
This article explains Anti-Aliasing (AA) and VSync in games, with a focus on Unity. It describes why jagged edges happen and compares MSAA, FXAA, SMAA, and TAA, including how each works, their performance tradeoffs, and when to use them in URP and HDRP. It also covers how VSync prevents screen tearing, the pros and cons of turning it on or off, and gives practical advice for mobile, PC, and console projects, including Unity settings like QualitySettings.vSyncCount and Application.targetFrameRate.