---
title: Quality
order: 1
---

The Quality panel sets how precisely the viewport, the [F12](f12-render.md) render and [bakes](baking.md) find and draw surfaces.

![the Quality panel](../assets/rendersettings-quality.webp)

## Settings

| Setting | Default | Range | What it does |
|---|---|---|---|
| **Max Steps** | `64` | `16 – 4096` | The most steps each pixel may take to reach a surface. Raise it if silhouettes look jagged or surfaces seen edge-on break up; lower it for speed. |
| **Hit Threshold** | `0.0010` | `0.0001 – 0.01` | How close to a surface counts as a hit, in Blender units. Lower values are more precise on thin parts and tight corners. |
| **Max Distance** | `100` | `10 – 1000` | How far from the camera surfaces are drawn. Raise it if distant objects are missing. |
| **Resolution** | `40%` | `1 – 100%` | The viewport's resolution, as a percentage of the view's size. When the view has been still for 0.3 s it is [redrawn at full resolution](performance.md#still-view-full-resolution). At `100%` the view is always full resolution, which is slower. |
| **World Cell Size** | `0.031 m` | from `0.000001`, soft max `1` | The size of the smallest detail the viewport keeps. With [Auto Cell Size](performance.md#auto-cell-size) on, this is the size for an object one Blender unit across. Halving it doubles the detail and uses about four times as much graphics memory. In a millimetre scene the value is shown in millimetres. |
| **Subdivision Level** | `3` | `0 – 4` | Finer detail where booleans act: around cuts, blends and embosses, the cell is halved this many times. `0` = the same cell size everywhere. |

Which settings each kind of output uses:

| Settings | Viewport | F12 render | Bakes |
|---|---|---|---|
| *Max Steps*, *Hit Threshold*, *Max Distance* | yes | yes | no: the Bake panel has its own *Max Steps* |
| *Resolution* | yes | no: F12 uses *Output Properties* | no: the Bake panel sets it |
| *World Cell Size*, *Subdivision Level* | yes | no: F12 draws the exact surface | yes |

## Brick memory full

> *Brick memory full — 12,480 cells stay coarse*

This red line appears under *Subdivision Level* when the graphics memory reserved for detail is full. The scene still renders, but the number of cells shown stay coarser than *Subdivision Level* asks for. The line goes away after the next update that fits. To make room, raise **Brick Pool** in [Preferences](../preferences.md), lower *Subdivision Level*, or raise *World Cell Size*.

> [!tip] Lower Resolution first
> When the viewport is slow, lower *Resolution* before *Max Steps*: it gives the largest speed-up for the smallest visible change.
