In the Menu Bar, click Edit > Preferences, then on the left side of the dialog box, select Rendering > Render Window. After making any changes, press Apply and Save to save them.
Viewport
Use the resolution controls at the top of the viewport to set your preferred render resolution. If you do not set a resolution, the render window will adapt to the size of the viewport.
Default Rasterizer - Sets the default rasterizer used by VRED. Choose from Vulkan and OpenGL.
Default Raytracer - Sets the default raytracer used by VRED. Choose from CPU and GPU. If your hardware doesn't support your selection, VRED will default to one it does.
Use Fixed Resolution - Locks the viewport to a fixed pixel resolution.
Pixel Resolution - Sets the width and height of the Fixed Pixel resolution.
Enable Downscale - Enables downscaling to help less powerful computers render more interactively, according to individual scene complexities and when moving the camera. Available only in raytracing.
Downscale Quality - Contains the following options:
Limit Near and Far Clipping Plane - Objects closer to the camera than the near clipping plane and farther than the far clipping plane are not drawn anymore. Sets the distances using the Near Clipping Plane and Far Clipping Plane controls.
Near/Far Clipping - Sets the distance between the near and far clipping plane and the camera position. Objects between the camera position and these clipping planes are not drawn.
HDR Reference White - Sets the value used for white in your HDR.
Default Display - Choose from a standard or HDR10 display as the default used by VRED for displaying the UI.
Use 16-Bit Float RGB - Sets the default behavior when using a wide gamut display, when enabled. VRED will no longer apply ICC profiles to the render output. Instead, it renders to a 16-bit floating point framebuffer and passes it to the operating system to apply the correct monitor profile. Changing this setting requires a VRED restart to become active.
Use 10-Bit RGB - Enables rendering to a 10-bit buffer.
Show Camera Visualizations - Displays a representation of the cameras in the viewport.
Show Constraint Visualizations - Displays a representation of the constraints in the viewport when enabled. When disabled, only the geometry is visible.
| Enabled | Disabled |
|---|---|
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Show Light Visualizations - Displays a representation of the lights in the viewport.
Show Joint Visualizations - Displays a representation of the joints in the viewport.
Show Volume Visualizations - Displays a representation of the volumes in the viewport.
Headlight Behavior - Sets the default state of the headlight for new scenes. Select Auto to leave the headlight turned on until the first Truelight Shader is used. Select Ignore to retain the headlight state. Headlights can also be set as always off or always on.
Use Point Headlight - Uses a point light as headlight, instead of a directional light.
Sets the background colors of the viewport. The background can be a gradient, with different colors set at specified positions. Use the sliders to define the colors used to create the background gradient or click a slider, then use
or click a slider and enter a numeric value in the Gradient field. Define each color using RGB values and with positions ranging from 0 to 1 (bottom to top).

Advanced Rendering
Transparency Mode - Sets the default behavior for the Transparency mode. Choose from the following:

| Without Depth Peeling | With Depth Peeling |
|---|---|
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Video captions: For a pixel correct result with self-intersecting transparent objects in OpenGL, we’ve added additionally to the Object Sorting, the so-called Depth Peeling. This can also solve the issue of wrongly sorted transparent materials. Use the slider to adjust the number of layers that should be taken into the calculation.
Use GPU Texture Compression - Compresses textures when uploading them to the GPU in GPU Raytracing (and in OpenGL) without changing the original images. This process is rather time consuming, so initialization of the GPU raytracer will take longer.
Textures with dynamic content, such as web engine textures, image sequences, and images created by vrVirtualEye and vrMoviePlayer2, are not compressed, so the texture update is not slowed down.
General
Antialiasing Quality - Contains the following options:
For example - With Multisampling set to 2 Samples, two times the original resolution displays. If Enable Supersampling is selected, rendering occurs twice in the x and y (effectively four times). With Multisampling at 2 and Supersampling selected, the quality is eight times the original resolution.
Enabled Stillframe Antialiasing - Enables Stillframe Antialiasing when checked for rasterization and raytracing render modes. Still frame antialiasing progressively renders the still image over time.
Stillframe AA After - Sets the duration to wait for user input before automatically beginning antialiasing.
Enable Postprocess Antialiasing - Attempts to smooth the hard edges of the image, based on filtering. Results are lower quality, but you get higher performance.
Disable Realtime Antialiasing on Camera Movement - Disables realtime antialiasing during camera movement and re-enables it when camera movement stops.
Show Auxiliary Nodes During Antialiasing - Keeps all auxiliary visualizations, like clipping or manipulators, visible during antialiasing.
Realtime Antialiasing Presets
Uses these to set the defaults for the Visualization > Realtime Antialiasing options. Set customize values for low, medium, high, and ultra quality settings. Click here to view a rendering Antialiasing video.