Select and configure a Renderer#

Renderers produce camera-sensor observations. They are distinct from visualizers, which provide interactive views for people. Select a renderer for the images your policy or data pipeline needs, then tune only the options that affect that workflow.

Choose a renderer#

For tasks that advertise renderer presets, choose a compatible physics and renderer pair at launch. Use --task <task-name> --help to see the presets a task actually supports; renderer availability is task-specific.

Renderer choices#

Renderer

Choose it when

Trade-off

Typical command

Newton Warp

You need the lowest VRAM use and high camera throughput for Newton training.

Lightweight rasterization; it has a smaller output set and does not provide motion vectors or full RTX material transport.

physics=newton_mjwarp renderer=newton_renderer presets=rgb

OVRTX

You need scalable kit-less RTX rendering and higher visual fidelity.

Uses more VRAM than Newton Warp. Choose RTX Minimal outputs when throughput matters more than photo-real appearance.

physics=newton_mjwarp renderer=ovrtx presets=rgb

Isaac RTX (legacy)

A workflow must run through Isaac Sim/Kit or needs its broad RTX and Replicator output set.

Requires Isaac Sim and PhysX; do not use it as the default performance path for new work.

physics=isaacsim_physx renderer=isaacsim_rtx presets=rgb

For example, start a camera task with the low-VRAM Newton renderer:

uv run isaaclab train --rl_library rsl_rl \
   --task Isaac-Cartpole-Camera \
   physics=newton_mjwarp renderer=newton_renderer presets=rgb

Switch the same supported task to the higher-fidelity kit-less RTX renderer:

uv run isaaclab train --rl_library rsl_rl \
   --task Isaac-Cartpole-Camera \
   physics=newton_mjwarp renderer=ovrtx presets=rgb

The renderer details and the camera renderer support matrix are the authoritative references for output availability and runtime requirements. Do not compare the renderer choices through a camera-count heuristic: measure the complete task and observation configuration you intend to train.

Customize Newton Warp#

Newton Warp is the throughput-oriented choice. Begin with its defaults, then enable only the image features that matter to the policy. Shadows, textures, ambient lighting, traversal order, and tile dimensions are controlled by NewtonWarpRendererCfg.

For a task with a camera renderer configuration, enable directional-light shadows with an override:

uv run isaaclab train --rl_library rsl_rl \
   --task Isaac-Cartpole-Camera \
   physics=newton_mjwarp renderer=newton_renderer presets=rgb \
   env.scene.tiled_camera.renderer_cfg.enable_shadows=true

When defining a camera in Python, configure the renderer directly:

from isaaclab_newton.renderers import NewtonWarpRendererCfg

renderer_cfg = NewtonWarpRendererCfg(
    enable_textures=True,
    enable_shadows=True,
    render_order="tiled",
)

Use render_order and the tile dimensions only after profiling a representative scene; they are implementation-level throughput controls, not visual-quality settings.

Customize OVRTX#

OVRTX provides RTX Minimal and photo-real paths without Isaac Sim. Use the regular rgb output when material appearance, reflections, transparency, or the broader RTX output set matter. For training that only needs simplified color, select a simple_shading_* preset instead:

uv run isaaclab train --rl_library rsl_rl \
   --task Isaac-Cartpole-Camera \
   physics=newton_mjwarp renderer=ovrtx \
   presets=simple_shading_diffuse_mdl

In RTX Minimal mode, enable_shadows controls directional-light shadow rays. They improve visual faithfulness but cost render time. Path-traced OVRTX outputs always cast shadows, so this option does not affect regular rgb or other AOVs.

from isaaclab_ov.renderers import OVRTXRendererCfg

renderer_cfg = OVRTXRendererCfg(enable_shadows=True)

Customize Isaac RTX#

Isaac RTX remains available for Isaac Sim and PhysX workflows. The settings below are specific to that legacy renderer; use Newton Warp or OVRTX for new Newton and kit-less workloads.

Note

Requesting one of the simple_shading_* camera data types without a regular color output switches that camera’s render product to RTX Minimal mode; the data type selects the shading level. The switch applies per render product, so other cameras and the Kit viewport keep their configured render mode. RTX Minimal uses only the first DistantLight prim, ignores DomeLight prims, and may also use configured ambient lighting. When rgb, rgba, or rgb_hdr is requested from the same render product, it retains its configured render mode to preserve the color output; the simple_shading_* output remains available but does not receive the RTX Minimal performance improvement.

Overriding Specific Rendering Settings#

RTX rendering settings can be overridden via IsaacRtxRendererGlobalSettingsCfg.

There are 2 ways to provide settings that override the defaults.

  1. IsaacRtxRendererGlobalSettingsCfg supports overriding specific settings via user-friendly setting names that map to underlying RTX settings. For example:

    global_settings = IsaacRtxRendererGlobalSettingsCfg(
       # user-friendly setting overrides
       enable_translucency=True,  # render glass / transmissive surfaces
       enable_reflections=True,  # render reflections
       dlss_mode=3,  # 0 (Performance), 1 (Balanced), 2 (Quality, the default), 3 (Auto)
    )
    

    List of user-friendly settings.

    enable_translucency

    Bool. Enables translucency for specular transmissive surfaces such as glass at the cost of some performance.

    enable_reflections

    Bool. Enables reflections at the cost of some performance.

    enable_global_illumination

    Bool. Enables Diffused Global Illumination at the cost of some performance.

    antialiasing_mode

    Literal[“Off”, “FXAA”, “DLSS”, “TAA”, “DLAA”].

    DLSS: Boosts performance by using AI to output higher resolution frames from a lower resolution input. DLSS samples multiple lower resolution images and uses motion data and feedback from prior frames to reconstruct native quality images. DLAA: Provides higher image quality with an AI-based anti-aliasing technique. DLAA uses the same Super Resolution technology developed for DLSS, reconstructing a native resolution image to maximize image quality.

    enable_dlssg

    Bool. Enables the use of DLSS-G. DLSS Frame Generation boosts performance by using AI to generate more frames. This feature requires an Ada Lovelace architecture GPU and can hurt performance due to additional thread-related activities.

    enable_dl_denoiser

    Bool. Enables the use of a DL denoiser, which improves the quality of renders at the cost of performance.

    dlss_mode

    Literal[0, 1, 2, 3]. For DLSS anti-aliasing, selects the performance/ quality tradeoff mode. Valid values are 0 (Performance), 1 (Balanced), 2 (Quality), or 3 (Auto).

    enable_direct_lighting

    Bool. Enable direct light contributions from lights.

    samples_per_pixel

    Int. Defines the Direct Lighting samples per pixel. Higher values increase the direct lighting quality at the cost of performance.

    enable_shadows

    Bool. Enables shadows at the cost of performance. When disabled, lights will not cast shadows.

    enable_ambient_occlusion

    Bool. Enables ambient occlusion at the cost of some performance.

  2. For more control, IsaacRtxRendererGlobalSettingsCfg allows you to override any RTX setting by using the carb_settings argument.

    The full NVIDIA RTX renderer documentation can be found at https://docs.omniverse.nvidia.com/materials-and-rendering/latest/rtx-renderer.html.

    An example usage of carb_settings.

    global_settings = IsaacRtxRendererGlobalSettingsCfg(
       # raw carb setting overrides
       carb_settings={
          "rtx.translucency.enabled": False,
          "rtx.reflections.enabled": False,
          "rtx.domeLight.upperLowerStrategy": 3,
       }
    )
    

Current Limitations#

For performance reasons, we default to using DLSS for denoising, which generally provides better performance. This may result in renders of lower quality, which may be especially evident at lower resolutions. Due to this, we recommend using per-tile or per-camera resolution of at least 100 x 100. For renders at lower resolutions, we advice setting the antialiasing_mode attribute in IsaacRtxRendererGlobalSettingsCfg to DLAA, and also potentially enabling enable_dl_denoiser. Both of these settings should help improve render quality, but also comes at a cost of performance. Additional rendering parameters can also be specified in IsaacRtxRendererGlobalSettingsCfg.

If you observe visual artifacts such as ghosting or disocclusion issues when using tiled rendering, you can try adjusting the disocclusionScale parameter. This setting controls how aggressively the renderer handles areas that become newly visible between frames:

global_settings = IsaacRtxRendererGlobalSettingsCfg(
   carb_settings={
      "/rtx/aovConverter/disocclusionScale": 10000,
   }
)

Note

This parameter is not commonly exposed as it may have side effects in certain scenarios. Only use it as a last resort if other quality settings do not resolve the visual artifacts. The value can be adjusted to a very high value to reduce disocclusion artifacts.

Rendering UsdVol 3D Gaussian Scenes in Multiple Environments#

When using UsdVol volumes with 3D Gaussian particles (e.g. exported from 3DGRUT) in multiple environments, you must set the following so the renderer uses the correct compositing path:

global_settings = IsaacRtxRendererGlobalSettingsCfg(
   carb_settings={
      "omni.rtx.nre.compositing.rendererHints": 3,
   }
)

Warning

With multiple environments, each environment holds its own copy of the scene, increasing device memory use, and environments are rendered one after another, which can substantially slow down rendering.