Samples - Samples per output pixel is to be computed, ie. for value of 2 means one output pixel is filtered from 2x2 = 4 samples, that means GPU have to render the image in 2x resolution ( i.e. 600x600 for 300x300 output image)*
*Current maximum resolution on GPU is 8192x8192, therefore output size multiplied by render samples cannot exceed this limit. FurryBall will automatically lower the size if exceeded.- General anti-aliasing
- consumes memory and render time
- recommended to use integral values
Jitter - extremely effective for high frequency geometry (e.g. hair/fur)
- much lower performance hit than sampling
- automatically disabled when maximum resolution on GPU reached
Multipass Multisampling - Achieves higher Quality/Antialiasing by rendering the image several times. Trades higher quality for longer rendering times.
- similar effect as samples except textures sampling (with higher resolution - using samples - you can sample also textures in higher resolution)
- consumes only render time, not memory
Recommended Settings Are 2, if necessary 3 samples with jitter and 2 or more multisamples if needed. 1 sample, no jitter and 1 multisample, 2 seconds 355 MB
2 samples, no jiter and 1 multisample, 4 seconds 646 MB

1 sample,
jiter enabled and 1 multisample, 2 seconds 409 MB

1 samples, no jiter and
2 multisamples, 4 seconds 355 MB
2 samples, jiter enabled and 2 multisamples, 5 seconds 864 MB
DoF use supersampling attribute- Useful in scenes with high defocus and thin geometry
Without using DoF supersampling
Using DoF supersampling
