This is where you enable or disable these effects. More information about these effects can be found here.
Use this option to enable or disable tesellation for the respective objects (see also Viewport Tessellation).
Use this option to enable or disable an fast approximation of Ambient Occlusion (see also SSAO).
Defines for Hardware OpenGL whether or not reflections should be output. See Reflection Preview for details.
Defines for Hardware OpenGL whether or not depth of field should be rendered. See Depth of Field for details.
Enabling this option can help if banding occurs when shadow casting light sources are rendered.
Depending on the graphics card and driver used, different levels of anti-aliasing are available here.
If Transparency is enabled, the OpenGL antialiasing will not work. To make sure that Hardware OpenGL still delivers acceptable results, Supersampling can be used to render the respective sub-pixels. Note that higher values will slow the process down accordingly because the sub-pixels will be rendered per pixel, regardless of any transparency. Why Brute Force? Because rendering is done straightforward without any attempts to save render time. With a setting of 4x4 at 100 x 100 pixels, an image will be rendered internally at a resolution 4 times larger (i.e., 400 x 400) and will in the end be compressed to 100 x 100 via a filter.