Geometrical/Squared Pixel Limitations
So the Geometrical / Squared Virtual Pixel seems to be a pretty useful and "smart" technique. It uses half of two adiacent pixels to create other two.
It is pretty easy and straightforward once you understand the mechanism. So what are the limitations of this technique?
Well, there is only one main limitation, but it could be important. Let's see if I can explain it clearly:
In the previous post we saw how two adiacent pixels can create other two by "switching" the side LEDs of each pixel. In this case everything worked fine because the distance between the LEDs is the same distance we have between the pixels.

But let's say for example that I have a LED Giant Screen with a bigger pixel pitch, for higher viewing distances. What happen if the distance between LEDs and Pixels is not the same anymore? (see example below).

Well, in this case the Virtual Pixel you created is not identical to the Real Pixel anymore. The Virtual Pixels are more stretched then the Real ones and therefore the overlall image quality will be affected. In the image below, the Real Pixels are indicated by the Grey outline while the Virtual Pixels are highlighted in Blue. Can you see the difference?

Over the past 15 years Euro Display developed a technology that allows to go behond these limitations and guarantee a Superior Image Quality with ANY resolution.
Does it mean that the Geometrical / Squared Virtual Pixel is not a good technology? Well, let's just say that it is definetely not the most recent one! Some LED Giant Screen manufacturers still use it, so be careful: when considering your LEDwall supplier, make you check how their Virtual Pixel Technology works.
If you want to know how our "Interpolated Virtual Pixel Technology" works, dont miss the next post.













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