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Renderers can be edited only when not connected to the spawners.


Renderers

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Renderers can be added and removed with the "Add" and "Delete" buttons. The options shown to the right of the list apply to the currently selected renderer.

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Renderer Configuration

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ID – Unique string ID for the renderer. The corresponding spawner has to be started with the same ID. Automatic IDs are supported - if the spawner is started without an ID specified, the IP address of the spawner (the address that the server sees in case of multiple networks) is automatically used as an ID. The IDs can also use a Host:Role or a Host/Role naming convention. The Hostpart typically represents the machine name or IP address where a spawner is running, and Roleis an arbitrary identifier for differentiating render instances running on the same host. In this case, the spawners are started only with the Hostpart as an ID.

Operator – Specifies whether the instance is an operator instance or a render instance.

Neighbors Specifies that the renderer is a left/right/top/bottom neighbor of the renderer with the specified ID. Used for configuring overscanand edge blending. If not specified for a particular side, there won't be any overscanand edge blending on this side. Applies only for direct (continuous) orthogonal neighbors.


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The ID field is case sensitve. Please ensure you use the correct capitalization.

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Local Renderer Options

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Various common options for all the renderers that can be overridden for each renderer. Each option has a checkbox on the left that determines whether the option is active or not.

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Settings for the stage geometry projection mesh. Ignored on operator instances.

Node Scene name of the projection node to be used. Required for each render instance.

UV Channel The projection mesh UV channel to be used. If not specified, the default UV channel will be is used according to the DCC that exported the scene (for example, 1 for 3ds Max, 0 for Maya and Blender).

UV Flip Optional UV flip of the projection mesh in one or both of the dimensions.

Auto UV Bounds If enabled, the UV bounds of the projection geometry are automatically computed. If disabled, the UVs are assumed to be in [0, 1]. The UV bounds determine the mapping of the output image in UV space. Enabled by default.


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The Node field is case sensitve. Please ensure you use the correct capitalization.

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Settings for the additional stage geometry projection helper nodes.

Env. Viewpoint Node – The scene name of the environment viewpoint node. An optional parameter that determines the point of the environment projection. If not set, the environment projection is disabled. Should be the same for all renderers in most cases. Ignored on operator instances.

Tracking Origin Node – The scene name of the tracking origin node. An optional parameter that determines the camera tracking center and orientation in the scene. If not set, the projection geometry pivot point and orientation are used. Note that on operator instances the camera projection is not active. In order to visualize the tracked camera correctly in operator instances, a tracking origin node should be specified. Same for all renderers in most cases.


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The Env. Viewpoint Node and Tracking Origin Node fields are both case sensitve. Please ensure you use the correct capitalization.

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General 

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General options for the render instances.


Headless – If enabled, the rendering should be full-screen, otherwise it should be windowed. By default it's full-screen for the render instances and windowed for the operator instances.

Display – Index of the screen on which to start the renderer. 0 is the primary screen, the rest are 1, 2 and so on. By default Vantage starts on the last screen it was started on, taken from the Vantage configuration file.

Device Index – Specifies a single GPU to be used for rendering. Useful for running multiple render instances on the same machine in a multi-GPU setup. The indices are in the same order as in the "Select Render Devices" dialog in Vantage, starting from 0. They're also listed in the beginning of the Vantage log.

Live Link Port – Live link port override. Useful for running multiple render instances on the same machine, for example in a multi-GPU setup, or to resolve any other port conflict. Note that the renderer also uses the subsequent port number, for example specifying 20705 will also use 20706. Also note that port number 20702 is internally reserved and cannot be used.

.ini File – Path to a Vantage an Arena Renderer configuration file (.ini file) to use. If not set, the default values for all options will be are used.


Vantage Arena Renderer uses a configuration file for its settings in the Edit -> Preferences…dialog (like HDR output, denoising and so on). This configuration must match between neighbor render machines in order to get a smooth continuous image between connected parts. This is why it has to be explicitly specified. One way to create it is to run Vantage normally on each machine and set the desired preferences. Another option is to copy the configuration file from another machineIt can be created by running the renderer (vantage.exe) directly and setting the desired preferences. The configuration file is located in %APPDATA%saved to %LocalAppData%\Chaos\VantageArena\vantage.ini . Running Vantage once on the machines will create the directory and the file with default settings. Operator machines don't need to match the renderer settings exactly. The configuration file is but it's not used automatically during rendering. It has to be specified using the .ini File option in the server. The .ini file in %APPDATA%is not used, even if the .ini File option is not enabled. The , otherwise the default values for all options in the renderer would be used in this case.

Recommended settings to set in the configuration file:

    • Enable HDR – On (default). Works on normal SDR monitors displays too.
    • HDR10 output – On, only if HDR output is actually needed. Reduces network traffic with edge blending and HDR output in half. Also required if the Windows HDR is disabled and the screen is configured for HDR10. However, on normal SDR monitors this option will produce produces wrong colors. Default - off.
    • White level – 100-200 nits - controls the default exposure essentially. Default - 120 nits.
    • Max luminance – 1000-10000 nits, depending on the screen capabilities. Default - 10000 nits.
    • Primary denoiser – DLSS Ray Reconstruction(default).
    • Secondary denoiserSame as Primary(default) - this enables all DLSS quality modes.
    • DLSS mode – Performance, Balanced, or Quality, depending on the scene and the setup. DLAA could be useful in some cases, providing the best quality with the worst performance hit. Default - Performance.
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Options related to the synchronization between the render instances.

Low Latency ModeEnable Enables low latency mode. This reduces the latency but also ensures proper synchronization. Enabled by default.

V-SyncEnable Enables V-Sync. Usually enabled on the render instances. Enabled by default.

NVIDIA Quadro SyncEnable Enables NVIDIA present barriers. Should be the same on the render instances. Ignored on operator instances. Disabled by default.

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