---
title: "Server Configuration"
canonical: "https://documentation.chaos.com/space/ARENA/125143783/Server%20Configuration"
format: markdown
---
This page provides information about the server configuration of Chaos Arena. 


## <span style="color: #000000">**Configuration Files**</span>

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<span style="color: #000000">The server application uses configuration files to define all the parameters necessary for rendering and camera tracking. These configuration files use the JSON format. They can be edited and saved from the </span><span style="color: #000000">[Server](https://docs-chaos.atlassian.net/wiki/spaces/ARENA/pages/125112200)</span><span style="color: #000000"> UI.</span>

<span style="color: #000000">Live editing is available in the UI. The changes are applied using the Apply Configuration button. Depending on the changes, the rendering might have to be restarted, in which case a warning is shown in the log. Camera tracking changes are applied without restarting the rendering.</span>


## <span style="color: #000000">**How to Create Config (.json) from the Arena Server UI**</span>

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<span style="color: #000000">Start</span><span style="color: #000000">** arena_server.exe **</span><span style="color: #000000">from</span><span style="color: #000000">** ..\Chaos_Arena\arena_server\arena_server.exe**</span>


### <span style="color: #000000">**General > Global Options**</span>

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- <span style="color: #000000">Set </span><span style="color: #000000">**Default Scene Path**</span><span style="color: #000000"> - a default directory for opening scenes.</span>
- <span style="color: #000000">Set </span><span style="color: #000000">**Broadcast Subnet**</span><span style="color: #000000"> - you can take it from the "arena_spawner.exe" cmd window.</span>
- <span style="color: #000000">Set </span><span style="color: #000000">**Stage Geometry Scene**</span><span style="color: #000000"> - load the .vrscene file you have exported in step 4.</span>
- <span style="color: #000000">Set </span><span style="color: #000000">**Stage Position Node Prefix**</span><span style="color: #000000"> (usually "ArenaStagePosition_" for the scenes provided by Chaos. In your custom scenes, you can use any naming convention.)</span>


### <span style="color: #000000">**General > Global Renderer Options**</span>

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- <span style="color: #000000">Set </span><span style="color: #000000">**Env. Viewpoint Node**</span><span style="color: #000000"> (the scene name of the object).</span>
- <span style="color: #000000">Set </span><span style="color: #000000">**Tracking Origin Node**</span><span style="color: #000000"> (the scene name of the object).</span>


### <span style="color: #000000">**Renderers**</span>

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- <span style="color: #000000">Add the desired number of renderers, including operators.</span>
- <span style="color: #000000">Assign an </span><span style="color: #000000">**ID**</span><span style="color: #000000"> to each renderer. This </span><span style="color: #000000">**ID**</span><span style="color: #000000"> has to match each corresponding spawner.</span>
- <span style="color: #000000">Specify </span><span style="color: #000000">**Operator **</span><span style="color: #000000">instances.</span>
- <span style="color: #000000">Set </span><span style="color: #000000">**Neighbors.**</span>
- <span style="color: #000000">Set </span><span style="color: #000000">**Projection Node **</span><span style="color: #000000">(the scene name of the wall object, or if you're using multiple wall parts - the name of the specific wall part).</span>


### <span style="color: #000000">**Tracking**</span>

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- <span style="color: #000000">Set the correct </span><span style="color: #000000">**protocol, port, and camera ID**</span><span style="color: #000000">. For </span><span style="color: #000000">**stYpe**</span><span style="color: #000000">, use ID </span><span style="color: #000000">**0**</span><span style="color: #000000">.</span>
- **Vicon **<span style="color: #000000">and </span><span style="color: #000000">**OptiTrack**</span><span style="color: #000000">* *</span><span style="color: #000000">also set the additional protocol parameters.</span>
- <span style="color: #000000">Set the </span><span style="color: #000000">**entrance pupil offset**</span><span style="color: #000000"> of the camera. Note that the values specify the offset of the camera entrance pupil relative to the tracker, not vice versa. For some systems, such as </span><span style="color: #000000">**stYpe **</span><span style="color: #000000">or</span><span style="color: #000000">** Mo-Sys,**</span><span style="color: #000000"> an offset is usually already entered in the tracking system.</span>
- <span style="color: #000000">Set the</span><span style="color: #000000">** tracking origin**</span><span style="color: #000000"> and </span><span style="color: #000000">**orientation**</span><span style="color: #000000">. Note that the values specify the offset of the tracking system relative to the projection mesh, not vice versa.</span>


### <span style="color: #000000">**Synchronization**</span>

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<span style="color: #000000">The recommended configuration in most cases is to enable </span><span style="color: #000000">**V-Sync**</span><span style="color: #000000"> and </span><span style="color: #000000">**low-latency mode**</span><span style="color: #000000"> and to disable the </span><span style="color: #000000">**NVIDIA Quadro Sync.**</span><span style="color: #000000"> </span>  
  
<span style="color: #000000">The </span><span style="color: #000000">**NVIDIA Quadro Sync **</span><span style="color: #000000">is sometimes unstable in practice. It is not needed with</span><span style="color: #000000">** V-Sync**</span><span style="color: #000000"> and </span><span style="color: #000000">**frame synchronization**</span><span style="color: #000000"> as long as the rendering/shooting frame rate matches the synchronization frequency. On the hardware level, the </span><span style="color: #000000">**Quadro Sync**</span><span style="color: #000000"> system is still essential to ensure that the </span><span style="color: #000000">**V-Sync**</span><span style="color: #000000"> is in phase between all render machines and between the machines and the rest of the system. However, on the software side, the rendering is synchronized between the machines using the </span><span style="color: #000000">**frame synchronization**</span><span style="color: #000000">* *</span><span style="color: #000000">feature of the server, and the </span><span style="color: #000000">**V-Sync**</span><span style="color: #000000"> synchronizes the rendering with the hardware.</span>

<span style="color: #000000">When rendering at a </span><span style="color: #000000">**multiple of the synchronization frequency**</span><span style="color: #000000"> (for example, 25 FPS rendering/shooting with 50 Hz Genlock in a </span><span style="color: #000000">*PAL *</span><span style="color: #000000">setup), </span><span style="color: #000000">*Quadro Sync *</span><span style="color: #000000">has to be enabled to ensure proper synchronization between the instances in case the frame rate drops below the Genlock frequency. This requires the wall to be a </span><span style="color: #000000">**primary display**</span><span style="color: #000000"> in Windows. This option </span><span style="color: #000000">**doesn't work with multiple instances on the same machine**</span><span style="color: #000000"> in multi-GPU setups, as only one instance can render on the primary display.</span>  
  
<span style="color: #000000">Save the configuration to a file using the </span><span style="color: #000000">**Save Configuration…**</span><span style="color: #000000"> button.</span>