AV TOOLKIT V3

Field calculators for camera optics, projection, and LED-wall moiré risk — plus switcher patch lists, wiring diagrams, cable lists, IP/subnet planning, and custom EDID generation

Moiré Zone Calc

Focus on talent · Wall behind · LED interference analyzer

Moiré risk model & camera preview built by Jeremy
36.0 mm
24.0 mm
50 mm
f/2.8 f/1.0 – f/90 standard series
3.0 m Focus point — DoF calculated from here
7.0 m Must be ≥ camera–talent distance
4.0 m
3.9 mm Fine indoor ~1–3 mm · Outdoor ~6–20 mm (always mm)
Use your browser's Print dialog (Ctrl/Cmd+P), then choose "Save as PDF" to export or email this page as-is.
Talent (silhouette — in focus)
Video wall pixels
— —
SAFELOWMARGINALHIGHCRITICAL
Adjust parameters to see moiré risk.
— —
SAFELOWMARGINALHIGHCRITICAL
Focus Distance
—
Camera → talent
Wall Distance
—
Camera → wall
DoF Near
—
Focus zone start
DoF Far
—
Focus zone end
Wall in DoF?
—
Sharp = higher risk
Wall CoC Size
—
Blur disk at wall
CoC / Pitch
—
Blur vs. pixel size
Freq / Nyquist
—
1.0 = aliasing zone
Pixel Pitch
—
LED spacing
Nyquist Limit
—
Sensor max freq
Wall Freq on Sensor
—
Projected freq
Sensor Pixel Pitch
—
Photosite size
0.15 m ▲ wall distance 152 m
Adjust parameters to see moiré risk analysis.

Camera / Lens Calculator

Field of view, zoom ratio, and shot-size preview for your camera + lens fleet

50 ft
5.75 ft Default 5'9" — a generic adult proportion, not a specific person
Use your browser's Print dialog (Ctrl/Cmd+P), then choose "Save as PDF" to export or email this page as-is.
Zoom Ratio
—
Tele FL ÷ Wide FL
Width @ Wide
—
Horizontal FOV
Width @ Tele
—
Horizontal FOV, no digital zoom
AoV @ Wide
—
Horizontal angle
Wide
Tele — No Digital Zoom
Frame centers on the subject's head-and-shoulders area, to scale. Shot-size labels are a rough guide, not an industry standard. Both previews use the lens's real native focal length — no digital zoom or extender factored in — so what's shown here is what the lens can actually deliver at full resolution.

Projector / Screen Calculator

Throw distance, brightness, edge blending, and project power totals

Use your browser's Print dialog (Ctrl/Cmd+P), then choose "Save as PDF" to export or email this page as-is.
Min Throw
—
Throw ratio × width
Max Throw
—
Throw ratio × width
Screen Brightness
—
Single projector, fL
Power Draw
—
Per projector, max rated
Combined Brightness
—
Foot-lamberts
Combined Output
—
Lumens
Stack Power
—
Watts
Rule-of-thumb estimate, not a guaranteed spec — real alignment/blend loss varies by rig.
Reverse of Screen Brightness above — given the screen and gain selected there, how many lumens does it take to hit a target foot-lambert level? Staging pros generally recommend 30–50+ fL for bright, high-ambient rooms (conventions, stage); cinematic standard is 16 fL for a darkened room.
Min. Total Lumens
—
Across the whole array, at this screen's gain
Min. Lumens / Projector
—
At the Stack Count/Efficiency above
Blended Width
—
Feet
Blended Height
—
Feet
Total Resolution
—
Total pixels, W × H
Aspect Ratio
—
Blended resolution
Array Power
—
Watts
Screen outline (dashed, cyan) vs. the blended projector array (solid panels) — to scale, centered on the same point. Shaded seams mark where adjacent panels overlap and blend together.
Where each projector's image lands within the blended canvas, accounting for overlap. Offset from Center is measured along the screen's centerline, standing behind the projectors facing the screen — negative is house-left, positive is house-right.
A pixel-accurate test/alignment grid at the blended array's full resolution — grid lines at your chosen spacing, each projector's own edge marked with a thin line, overlap zones shaded orange. Display this across the array (or hand it to your show file) to verify blend alignment.
Solid full-frame color fields, at this same array resolution, for per-projector color/convergence checks (each projector shows a pure field with none of the pattern above it):
Not an independent estimate — always matches Project Power Totals below. Horizontal and Total sum every screen row's own Displays Horizontal/Vertical; Vertical is the tallest single screen's own Displays Vertical, since screens in a room sit side by side rather than stacking on each other.
Needed (Horiz.)
—
Sum across all screens
Needed (Vert.)
—
Tallest single screen
Total Needed
—
Sum of H × V per screen
Screens In Room
—
Total count
Grand Total
—
Watts, all screens
Load @ 208V 1φ
—
Amps
Load @ 208V 3φ
—
Amps per leg
Theoretical nameplate load only. NEC guidance: size circuits for ≥125% of continuous load (this load shouldn't exceed 80% of breaker rating). Verify with a licensed electrician before a real show.

LED Wall Calculator

Panel specs, wall configuration, and a live-parameterized version of the AVFX LED sizing chart

Use your browser's Print dialog (Ctrl/Cmd+P), then choose "Save as PDF" to export or email this page as-is.
Panel Count
—
Wide × High
Total Resolution
—
Pixels, W × H
Physical Size (ft)
—
W × H
Physical Size (m)
—
W × H
Aspect Ratio
—
W:H
Total Weight
—
Pounds
Total Power
—
Watts, max rated
Load @ 120V
—
Amps
Load @ 208V
—
Amps
Power/weight totals are max-rated nameplate figures, not real-world draw — size circuits and rigging with margin. Add rigging hardware (headers, spreader bars) separately.
The panel grid to scale, numbered left to right, top row first — each line is a real physical seam between cabinets.
Live version of the AVFX LED sizing chart, parameterized to whichever panel is selected above (the original PDF only covered 2.6mm/3.9mm) — physical size and resolution scale with panel count in one dimension; weight and aspect ratio depend on both, so those two are shown as a full Wide × High grid. Ratios highlighted green are within 5% of 16:9 (1.78:1).
Total weight (lbs) by Wide × High:
Aspect ratio by Wide × High:
A tile-ID test pattern at the wall's full resolution, like the LEDGrid reference app — no grid lines or crosshair (that's the Projector page's pattern, built for blending overlaps that don't exist here). Every physical tile fills with its own distinct color and is labeled with its column/row position, so walking the array and reading each tile confirms it's cabled/addressed to the right spot.
Use your browser's Print dialog (Ctrl/Cmd+P), then choose "Save as PDF" to export or email this page as-is.
PCM is computed exactly (channels × bit depth × 48kHz sample rate) — this is the same audio-overhead accounting AJA's and Blackmagic's own calculators use, not a video-only estimate.
Video Rate
—
Mb/s
Audio Rate
—
Mb/s
Total Data Rate
—
Mb/s, video + audio
Per-Hour Storage
—
GB / hour
Recording Duration
—
At the Available Storage above
Required Storage
—
At the Target Duration above
Data Used
—
At Target Bitrate × Stream Duration
Data Used / Hour
—
GB
Max Stream Duration
—
At the Data Allowance above
Use your browser's Print dialog (Ctrl/Cmd+P), then choose "Save as PDF" to export or email this page as-is.
Enter a device IP and either a CIDR prefix or a subnet mask — typing one keeps the other in sync. Shows the subnet's full scope: network/broadcast addresses and the usable host range, so you can confirm what static IPs are actually free to hand out alongside your switchers, LED processors, and other networked gear on a given subnet.
Network Address
—
Base of the subnet
Broadcast Address
—
Top of the subnet
Wildcard Mask
—
Inverse of subnet mask
Usable Hosts
—
Total addressable devices
First Usable Host
—
First assignable IP in scope
Last Usable Host
—
Last assignable IP in scope
Common prefixes for quick reference — click a row's CIDR value to load it into the calculator above.
Use your browser's Print dialog (Ctrl/Cmd+P), then choose "Save as PDF" to export or email this page as-is.
Computes a real VESA CVT / CVT-RB / CVT-RB2 timing for a custom resolution — the same standards Barco's Event Master "VESA calculator" (Custom Format tab) and Analog Way's AW EDID Editor use internally — and packs it into a conforming 18-byte Detailed Timing Descriptor inside a full 128-byte EDID 1.4 base block, downloadable as a real .bin file. Base block only for now (a single custom timing as the display's native/preferred format) — no CTA-861 audio/HDMI extension block or DisplayID tiled-topology block yet.
No separate custom field — H Active / V Active above ARE the custom-resolution inputs. Picking a Common Resolution just fills them in for you; type any other numbers directly and the dropdown switches to "— Custom —" on its own.
Pixel Clock
—
MHz
Actual Refresh Rate
—
Hz — CVT rounds the pixel clock, so this may differ slightly from requested
H Total
—
px
V Total
—
lines
H Front Porch
—
px
H Sync Width
—
px
H Back Porch
—
px
V Front Porch
—
lines
V Sync Width
—
lines
V Back Porch
—
lines
Uncompressed RGB 4:4:4 bandwidth this timing needs, checked against every common video interface's real ceiling — DVI and HDMI ≤2.0 are TMDS links limited by a fixed pixel-clock cap regardless of color depth; HDMI 2.1 (FRL) and DisplayPort are limited by total link bandwidth after line-coding overhead. Uncompressed only — doesn't account for DSC (HDMI 2.1 and DisplayPort 1.4+ can exceed these ceilings using display-stream compression, out of scope here). USB-C/Thunderbolt DisplayPort Alt Mode carries the same signal at whatever DP link rate is negotiated, so it shares the matching DP row's ceiling.
Required Bandwidth
—
Gbps, uncompressed RGB 4:4:4
TMDS Clock
—
MHz — the binding limit for DVI/HDMI ≤2.0
Minimum Interface Needed
—
Smallest connector that carries this uncompressed
Identifying fields written into the EDID header — cosmetic only (don't affect the timing), but useful for telling a custom EDID apart from others when troubleshooting a signal chain.

        
Use your browser's Print dialog (Ctrl/Cmd+P), then choose "Save as PDF" to export or email this page as-is.
AVIXA V202.01 "Display Image Size for 2D Content" (DISCAS) — the professional AV industry standard for sizing a display to a room, independent of display technology (the same math applies to a projection screen, a flat-panel monitor, or an LED wall). Farthest Viewer Distance = Image Height × Acuity Factor/100 × %Element Height, where %Element Height is your content's smallest critical detail as a percent of image height (typical: ~3% for general video/images, much smaller for fine text/detailed graphics — it's genuinely content-dependent, not a fixed spec value, so it's fully editable below). Closest Viewer Distance is fixed at Image Height × 1.732 (from a 30° look-up-angle limit to the top of the image).
Image Height
—
ft
Image Width
—
ft — same as Screen Width above
Farthest Viewer Distance
—
ft — furthest seat should be no farther
Closest Viewer Distance
—
ft — closest seat should be no closer
Live three-way link: Diagonal Size, Screen Width above, and the room's actual farthest seat here are all the same screen at the current Aspect Ratio — edit any one of the three and the other two (plus Image Height/Width) solve to match it.
Diagonal (this Farthest Distance)
—
in — same value as Diagonal Size above
Horizontal viewing angle = 2 × atan((screen width/2) / distance) — exact trig, not a diagonal-based rule of thumb (those bake in a 16:9 assumption). SMPTE EG-18 sets a 30° minimum for critical cinema viewing; THX cites 26° as its minimum acceptable, 36° for a certified cinema's back row, and 40° as its ideal front-row/home-theater target.
Computed Viewing Angle
—
At your Screen Width / Viewing Distance above
Reverse: required screen width or viewing distance to exactly hit the Target Standard selected above.
Required Width
—
ft, at your Viewing Distance above
Required Distance
—
ft, at your Screen Width above
Minimum distance before the eye can resolve individual pixels, from the standard 1-arcminute visual-acuity limit (20/20 vision) — the same underlying constant AVIXA's own DISCAS standard uses internally for Analytical Decision Making. This one's a hard optical limit, not a guideline. The LED-wall industry's own "optimal viewing distance" rules of thumb vary wildly by manufacturer (a documented spread from roughly 1× to 30× the pixel pitch's numeric mm value, giving a distance in meters, with no real consensus), so that figure below is a user-adjustable multiplier rather than a hardcoded spec — treat it as a reference range, not a rule.
Pixel Pitch
—
mm
Pixel Density
—
PPI
Minimum Viewing Distance
—
ft — pixel structure resolves closer than this
"Optimal" Viewing Distance
—
ft, at the multiplier above — manufacturers cite anywhere from 1× to 30×, shown here for reference only, not a spec
How big will a given font actually render on this screen — in pixels and in real-world inches — and from how far away can it still be read? Uses the same AVIXA DISCAS acuity-factor relationship as the box above (Farthest Legible Distance = Element Height × Acuity Factor; 200 for glanceable/Basic Decision Making content, 3438 for exact character-by-character reading/Analytical Decision Making), applied directly to the rendered letter height instead of going through a %-of-image-height figure first. Screen Diagonal and Aspect Ratio are shared with the DISCAS box above — edit them there and this whole section updates automatically.
—
—
Canvas Width is the pixel resolution your graphic/slide/video is authored or output at — not necessarily the display's native panel resolution. Content gets uniformly stretched to fill the physical screen either way, so this (not the panel's native pixel count) is what actually governs on-screen text size.
Point size describes a font's full em-square, not the visible letter height — actual cap height typically runs ~62–76% of point size depending on typeface (Helvetica ≈72%, Times New Roman ≈66%; 70% is a reasonable default for an unknown font — adjust it if you know your specific typeface's metrics). Design DPI only matters in Point Size mode: 72 is the standard 1pt=1px assumption used by most broadcast/motion-graphics tools (After Effects, Photoshop at 72ppi); use 96 for Windows/PowerPoint-authored content. Both DPI and Cap-Height Ratio also convert the "Minimum Size Needed" result below back into a point size.
Screen Width
—
ft, from the DISCAS box's Diagonal/Aspect
Pixel Pitch
—
in per canvas pixel
Text Height
—
px — rendered cap height
Text Height on Screen
—
in, physical size
Legible To (Glanceable, BDM)
—
ft — Acuity Factor 200
Legible To (Exact Read, ADM)
—
ft — Acuity Factor 3438
Check against the room's actual farthest seat, and reverse-solve the minimum text size needed to stay exactly legible from there.
Min. Cap Height Needed
—
in — exact-read (ADM) at that seat
Min. Text Height
—
px, at your Canvas Width above
Min. Point Size
—
pt, at your DPI/Cap-Height Ratio above
Shows the real screen — at its true width:height shape from the DISCAS box above, e.g. a 26×15ft screen renders as an actual 26:15 rectangle, not a generic box — in a simple illustrated venue (Ballroom or Arena below) with a row of seated audience silhouettes in the foreground, as it would appear to a viewer at each distance below, with your sample text rendered inside it at its correct proportional size. Sizing is true angular field-of-view math (2 × atan(half-size / distance), not a linear approximation) — a screen that's physically large relative to how close the viewer is sitting can genuinely exceed a human's field of view and gets cropped at the frame edge, same as you'd actually have to turn your head side to side (or look up) to see the whole thing in real life, rather than the view just shrinking the whole screen down to always fit. Field of View (°) below sets how wide that "without turning your head" window is — there's no single hard spec for this (unlike the DISCAS/SMPTE numbers elsewhere on this page), so it's a labeled, adjustable assumption; 120° is a generous functional/peripheral-inclusive default, lower it for a stricter "sharp central vision only" simulation. The room/floor/seating is illustrative, not a rendered 3D scene, but the screen, text, and audience-head sizes are all real angular physics sharing one scale: the audience heads sit at a fixed close distance (~4ft, "the row in front of you") so they read as a consistent size across all three columns while the screen shrinks (or crops) with distance, exactly like real perception. Projection and LED/Panel use the SAME physical screen size and the SAME viewer distances, so the two rows are a direct side-by-side comparison, not a literal 1:1 simulation of your own eye-to-monitor distance (which depends on how far you're sitting from the screen you're reading this on). On the LED/Panel row, text is rendered at the display's actual native pixel resolution for that font size (physical text height ÷ pixel pitch from the Pixel Structure box above), then scaled up with no smoothing — genuinely coarse pixel structure relative to the font size shows up as real, visible blockiness, exactly like it would on the actual wall. Projection has no discrete pixel grid at normal viewing distances, so it always renders smooth/anti-aliased.
Screen Size (actual shape shown below)
—
ft, W × H — from the DISCAS box above
LED / Panel Row Uses
—
From the Pixel Structure box above
Click any panel below for a larger, higher-detail close-up of that exact view — same framing, rendered bigger so pixelation/text clarity are easier to judge — with a button back to this 6-panel comparison.
Front Row
Middle
Back Row
Projection
LED / Panel
—
Click outside this panel, press Esc, or use the button above to return to the 6-panel comparison.