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This page provides information about the General tab which contains the Global Options and Global Render Options in Chaos Arena.

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Options for automatically merging the stage geometry to the scenes.


Stage Geometry Scene
An optional path to a .vrscene containing the stage geometry.

Stage Position Node The name of the node or camera in the content scene on which to place the stage geometry. When a content scene is loaded, the dropdown menu is filled with the available stage position and camera nodes in the scene. Can be changed interactively without restarting the rendering. If it's empty, or not found in the scene, the stage geometry is placed on the scene origin (zero point).

Stage Position Nodes Prefix A prefix used in the naming scheme of the stage position nodes in the content scenes. Allows for automatic hiding of the position nodes in the renderers. The matched nodes are also listed in the Stage Position Node combo box.

Position Offset – An offset from the stage position node. Applied in the local coordinate space of the stage geometry. Can be changed interactively without restarting the rendering.


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The Stage Position Node and the Stage Position Nodes Prefix fields are both case sensitve. Please ensure you use the correct capitalization.

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Options for getting seamless results between neighbor render instances.

Edge BlendingEnable Enables or disable disables the edge blending feature. When enabled, neighbor render instances exchange their overlapping areas on each frame over the network and blend them smoothly in order to avoid artifacts on the edges of the regions. When disabled, overscanwill is still be used if neighbor renderers and Edge Offset are configured, which still partially reduces the edge artifacts. Edge blending adds some overhead due to the edge exchange and requires a fast and stable network in order to be usable. The added overhead depends mostly on the available network bandwidth and the size of the overlapping areas. Enabled by default.

Edge Offset – The size of the overlap between neighboring regions in pixels. Used for the overscanand edge blending features. Larger values will reduce edge artifacts but can slow down the rendering due to the increased render resolutions and the larger amounts of data that need to be transferred over the network. Values between 20-100 pixels are recommended.

Edge Weld Tolerance – Welding tolerance for the edges between neighbour projection meshes. The option will close any small gaps between neighbour projection meshes, which might cause artifacts. A value of 0 disables the welding. Applies for both the mesh vertices and the UVs.

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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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Region

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Projection mesh UV render region: Left, Top, Width, Height in [0.0, 1.0]. Allows using just a region of the projection mesh instead of the entire mesh specified in the Node option. This allows splitting a single projection mesh into multiple instances. By default the full projection mesh is used.

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Viewport

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Viewport bounds: Left, Top, Width, Height in screen pixels. Allows transformations of the output image rectangle in the output window, which allows rendering on just part of the screen but still outputting a full-screen image with proper synchronization. The area outside the viewport is rendered black. The render resolution is adjusted according to the viewport area. By default the viewport covers the full window. Useful when the physical display is mapped to just part of the output image.

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Window

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Headless window bounds: Left, Top, Width, Height in screen pixels. Defines the bounds of the borderless window. Allows splitting a single screen into multiple instances in combination with the Region option. By default the window takes the entire screen (borderless windowed full-screen rendering). Note that rendering on part of the screen with this option can cause synchronization issues and doesn't support the NVIDIA Quadro Sync option. It's mostly useful for testing purposes.

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Projection Helper Nodes

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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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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 configuration file (.ini file) to use. If not set, the default values for all options will be usedare used.

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Synchronization

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Options related to the synchronization between the render instances.

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

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

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

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Render options

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Options related to the rendering.
 

Frustum Overscan – Multiplier for the inner frustum size. Should be the same on the render instances. By default it's 1.0. Some overscan is necessary to compensate for small tracking or projection inaccuracies, and for the total system latency.

Resolution Multiplier – Multiplier for the render resolution. Useful for adjusting the quality and performance of the rendering in addition to DLSS. By default it's 1.0, which renders at the screen resolution when Headless is enabled.

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Advanced

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Advanced options.

Frame Timing Log – Path to a .csv file to be written, containing debug frame timing data for the CPU part of the rendering. Not set by default. Useful for debugging.

Custom Params – Custom parameters, directly passed as command-line argument to the renderer as a string. Not set by default. Useful for debugging.

Environment – Additional environment variables to be set on the renderers (K1=V1;K2=V2;...). By default the renderers inherit the environment of the spawners. Useful for debugging.

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