---
title: "Known Limitations"
canonical: "https://documentation.chaos.com/space/ARENA/124622547/Known%20Limitations"
format: markdown
---
This page provides information about the known limitations of Chaos Arena. Hardware Mixed GPU vendors are not supported. GPUs must be in WDDM mode. TCC mode is not supported. Light cache is not supported in a multi-GPU setup. Reservoir (re)sampling is not supported in a multi-GPU setup. UV A maximum number of 8 unique UV channel sets is supported. Textures A maximum texture resolution of 16384x16384 pixels is supported. Materials A maximum of 10 layers of materials is supported per blend material. Clip opacity is only supported. Procedural textures are not supported in Opacity and Bump. Only bitmaps are supported. Refraction values (from a color or texture) smaller than 0.1 (on the 0-1.0 scale) will be ignored, and the material will be rendered opaque. Render elements A maximum of 16 Multi Matte render elements is supported. Negative ID numbers for Multi Matte render elements are not supported. Lights Procedural textures are not supported for light textures. Only bitmaps are supported. Environment Only one dome light from .vrscene is supported. If multiple dome lights are present, one will be picked for the environment randomly. Non-linear gamma for environment/dome texture is not supported. Only bitmaps and V-Ray Sky are supported. Fog Only one volumetric fog from .vrscene is supported. If multiple fogs are present, one will be picked randomly. Objects Objects should have unique names. Non-unique naming for objects may cause issues with transformations and visibility. A maximum of 16,777,216 instances is supported. Vantage denoiser Images with a denoiser value greater than 0 and those with a denoiser value of 0 will differ in reflections and refractions. Glossy reflections on materials with refraction will be ignored and replaced with mirror reflections instead. After the first bounce, it calculates only refraction and ignores reflection and diffuse values. Denoising refraction doesn't work well when the geometry curvature is high relative to the screen area it covers. Ignores bump. Over-blurs reflections. Temporal lag for reflections in animations with moving camera/lights. Does not apply to Depth of Field. On the first bounce, it ignores the diffuse value and calculates either refraction or reflections, making refractive objects more visible due to reflections.