---
title: lodAverage
framework: metal
role: symbol
role_heading: Instance Property
path: metal/mtlsamplerdescriptor/lodaverage
---

# lodAverage

A Boolean value that specifies whether the GPU can use an average level of detail (LOD) when sampling from a texture.

## Declaration

```swift
var lodAverage: Bool { get set }
```

## Discussion

Discussion If this value is true, an average LOD may be used across four fragment shader threads. If this value is false, no averaging is performed and each thread accesses its own LOD. The default value is false. note: This optional Boolean value is used as a performance optimization hint and it is ignored on some GPUs. Enabling LOD averaging may provide a performance benefit for shaders that sample from explicit per-fragment mipmap levels, or apply per-fragment LOD bias, at the potential cost of reduced texture sample quality.

## See Also

### Declaring filter modes

- [minFilter](metal/mtlsamplerdescriptor/minfilter.md)
- [magFilter](metal/mtlsamplerdescriptor/magfilter.md)
- [mipFilter](metal/mtlsamplerdescriptor/mipfilter.md)
- [lodMinClamp](metal/mtlsamplerdescriptor/lodminclamp.md)
- [lodMaxClamp](metal/mtlsamplerdescriptor/lodmaxclamp.md)
- [maxAnisotropy](metal/mtlsamplerdescriptor/maxanisotropy.md)
- [MTLSamplerMinMagFilter](metal/mtlsamplerminmagfilter.md)
- [MTLSamplerMipFilter](metal/mtlsamplermipfilter.md)
