This page provides information about the Renderers tab in Chaos Arena.


Overview


The display configuration is described in the configuration file by a list of renderers. Each renderer has a unique ID and a projection node for the specific part.


Each renderer can specify a direct neighbor for each side, describing a rectilinear grid of connected render regions. This is used to avoid edge artifacts between the regions using overscan and edge blending.

Each renderer can have a number of additional local options that override the global renderer options in the configuration.

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


Renderers


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.




Renderer Configuration


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 Host part typically represents the machine name or IP address where a spawner is running, and Role is an arbitrary identifier for differentiating render instances running on the same host. In this case, the spawners are started only with the Host part 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 overscan and edge blending. If not specified for a particular side, there won't be any overscan and edge blending on this side. Applies only for direct (continuous) orthogonal neighbors.


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



Local Renderer Options


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.

The local renderer options override the global ones if they're active.


Projection


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 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.


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



Region


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.



Viewport


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.



Window


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.



Projection Helper Nodes


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.


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



General


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 an Arena Renderer configuration file (.ini file) to use. If not set, the default values for all options are used.


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. It can be created by running the renderer (vantage.exe) directly and setting the desired preferences. The configuration file is saved to %LocalAppData%\Chaos\Arena\vantage.ini but it's not used automatically during rendering. It has to be specified using the .ini File option, otherwise the default values for all options in the renderer would be used.

Recommended settings to set in the configuration file:

    • Enable HDR – On (default). Works on normal SDR 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 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.


Synchronization


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.



Render Options


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.



Advanced


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.