Welcome to Pensar LED.
The leading provider in state-of-the-art LED fine pitch video wall solutions.
T: +1 (833) 975-4031
E: info@pensarled.com
Add: 4062 Thomas Street, Unit D05
Oxford, FL 34484


Pixel Pitch Calculator

Understanding Viewing Distance

When selecting a Direct View LED video wall, one of the critical decisions revolves around choosing the appropriate pixel pitch. Pixel pitch refers to the distance, measured in millimeters, between the centers of adjacent LED pixels on the video wall. For instance, a video wall with a 3.9 millimeter (3.9mm) pitch means there is a 3.9mm gap between each pixel. This measurement directly impacts pixel density, which in turn affects the recommended viewing distance. This refers to the distance from which a viewer can comfortably observe the video wall.


The finer the pixel pitch (i.e., the smaller the measurement in millimeters), the closer viewers can be positioned while still enjoying a satisfactory viewing experience. Conversely, larger pixel pitches necessitate greater viewing distances. Fine pitch LED video walls typically range from 0.6mm to around 2.5mm, with anything larger categorized as Standard pitch. Alongside viewing distance, pixel pitch also plays a crucial role in determining costs. As pixel pitch decreases and viewing distances shrink, both pixel density and expenses tend to rise.

Visual Acuity & 10x Rule

To achieve optimal value, it’s essential to assess the primary application’s average viewing distance and accordingly select a video wall display with a suitable pixel pitch. Determining an acceptable viewing distance can involve various methods, such as Visual Acuity Distance (often called “Retina Distance”), which calculates the distance at which a person with perfect vision can no longer discern individual pixels. Another approach is the 10x Rule, a quick approximation for estimating Visual Acuity Distance. Additionally, the Average Comfortable Viewing Distance provides an empirical estimate based on numerous real-world installations, although it remains subjective and can be influenced by factors like viewer eyesight, application type, and content resolution.