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Video Wall

Define the display matrix (columns × rows), size, resolution and bezel and I compute the total dimensions, wall resolution, pixel pitch and the viewing distance where the eye no longer resolves pixels.

Wall matrix

Number of displays across (C) and down (R).

Size of each screen, in inches (active area).

Pixels of a single display (H × V).

Total gap between the images of two adjacent panels.

Examples
redzilla.cl — video-wall
 
Wall dimensions
Total resolution
Pixel pitch
Minimum viewing distance
Width
Height
Resolution
Pitch

Detail

How it is calculated · geometry and vision

1. From the diagonal and aspect ratio, each panel's active width and height: width = diag · aspW / √(aspW²+aspH²) · 25.4 mm (for 16:9, width ≈ 0.8716 · diag and height ≈ 0.4903 · diag).

2. The wall adds up panels and bezels: wall width = C·displayW + (C−1)·bezel and wall height = R·displayH + (R−1)·bezel. The bezel is the image-to-image gap (total space between two images).

3. Wall resolution: (C · resH) × (R · resV) pixels.

4. pixel pitch = displayW_mm / resH (mm per pixel). The minimum viewing distance, where a 20/20 eye no longer resolves pixels (1 arcmin), is pitch · 3438 mm, because 1 arcmin = 1/3438 rad.

Note: the bezel adds neither image width nor resolution; it only physically separates the panels. The viewing distance ignores the bezel.

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How it works

The calculator models a video wall of C columns × R rows of identical displays. From the diagonal (inches), the aspect ratio and the native resolution of each panel, plus the image-to-image bezel (the total gap between the images of two adjacent panels, in mm), it returns the total physical dimensions, the wall diagonal and area, the combined pixel resolution, the pixel pitch and the minimum viewing distance.

The geometry is straightforward: the active width of each panel is diagonal × aspW / √(aspW²+aspH²) × 25.4 mm (for 16:9, width ≈ 0.8716 × diagonal), the wall adds up C × width + (C−1) × bezel and the total resolution is (C × resH) × (R × resV). The pixel pitch is width_mm / resH and the minimum viewing distance is pitch × 3438 mm: the point where a 20/20 eye can no longer resolve individual pixels, because 1 arc minute equals 1/3438 radians.

Example: 2×2 wall with 55″ FHD panels and a 3.5 mm bezel

  1. 55″ 16:9 panel: active area of roughly 1218 × 685 mm.
  2. Wall: 2 × 1218 + 1 × 3.5 ≈ 2439 mm wide and 2 × 685 + 3.5 ≈ 1373 mm tall: about 2.44 × 1.37 m.
  3. Total resolution: 3840 × 2160 (4K equivalent); pixel pitch 1218 / 1920 ≈ 0.634 mm.
  4. Minimum viewing distance: 0.634 × 3438 ≈ 2.18 m: any closer and the eye starts resolving pixels.

Frequently asked questions

How big is a 2x2 or 3x3 video wall made of 55-inch displays?
With 16:9 55″ panels and a 3.5 mm bezel, a 2×2 measures about 2.44 × 1.37 m (110″ diagonal) and a 3×3 reaches about 3.66 × 2.06 m (165″ diagonal). Quick rule: the wall scales almost linearly with columns and rows, plus a few millimeters for every intermediate bezel.
What is the image-to-image bezel and why does it matter?
It is the total distance between the last pixel of one panel and the first pixel of its neighbor: the sum of the two frames that touch. Commercial panels sit around 3.5 mm; premium video wall panels go down to 1.8 or even 0.88 mm. It matters because those lines cut across the content: tolerable for dashboards, but for immersive video you want the narrowest bezel possible or a move to LED.
What is the minimum viewing distance for a video wall?
The calculator uses the 1-arc-minute visual acuity reference: distance = pixel pitch × 3438. A wall of 55″ FHD panels (pitch ≈ 0.63 mm) looks clean from about 2.2 m; with 4K panels of the same size the distance halves (≈ 1.1 m). If the audience will be closer than that, you need more resolution or a finer pitch.
Does the wall resolution add up across all panels?
Yes: a 2×2 of FHD panels delivers 3840 × 2160 (8.3 Mpx) and a 3×3 reaches 5760 × 3240 (18.7 Mpx). Whether the video processor or player can actually feed that full resolution is another matter: many controllers scale a 4K signal to the wall instead of driving it pixel for pixel. The bezel adds no pixels, only physical separation.
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