# RasterLab — User Manual

**Version:** macOS 14+
**Platform:** macOS (Sonoma or later)

---

## Table of Contents

1. [Overview](#1-overview)
2. [Getting Started](#2-getting-started)
3. [Navigation](#3-navigation)
   - [Helios Processor Setup](#helios-processor-setup)
   - [Helios Redundancy Modes](#helios-redundancy-modes)
   - [Canvas Remap](#canvas-remap)
   - [Processor Pool](#processor-pool)
   - [Expert Mode](#expert-mode)
   - [Logo Management](#logo-management)
   - [Media Guide Export](#media-guide-export)
4. [Projects & Files](#4-projects--files)
   - [Exports](#exports)
5. [Inventory System](#5-inventory-system)
6. [Keyboard Shortcuts & Tips](#6-keyboard-shortcuts--tips)
7. [Reference: Supported Products](#7-reference-supported-products)
8. [Reference: Supported Processors](#8-reference-supported-processors)
9. [Reference: Projector Resolutions](#9-reference-projector-resolutions)

---

## 1. Overview

RasterLab is a professional LED wall and projector configuration tool for macOS. It is designed for production managers, systems technicians, and LED technicians who need to quickly and accurately spec LED walls and projection systems — calculating resolution, physical dimensions, power, weight, signal port requirements, processor assignments, rigging hardware, and cabling — and export that data for use on show documents.

**Core capabilities:**

- Configure multiple LED screens and projectors in a single project
- Live recalculation of all specifications as you type
- Combine multiple screens onto a single signal processor
- Wiring diagram view for signal port routing and power circuit assignment
- Full gear list generation with inventory comparison
- Grid image generation for panel mapping documents
- PDF summary export
- SVG, JSX (After Effects), and CSV gear list export
- Auto-save to `.ledproject` files

---

## 2. Getting Started

### App Updates

RasterLab checks the Mac App Store for a newer version once per day in the background (3–4 seconds after launch). If a newer version is available, a purple banner appears at the top of the main window with the version number and an **Open App Store** button that takes you directly to the app's store page. Dismiss the banner with the **×** button. The check is silent on beta builds.

### Launch & Welcome Screen

When RasterLab opens, you see the **Welcome Screen**. From here you can:

- **New Project** — create a blank project with one default screen
- **Open Project…** — open a previously saved `.ledproject` file via the macOS file picker
- **Recent Projects** (right panel) — click any recently opened project to load it directly

Before starting a project, set two global defaults in the Welcome Screen:

**Measurement Units**
- **Imperial** — dimensions shown in feet and inches; weight in lbs
- **Metric** — dimensions shown in meters and millimeters; weight in kg

**Power Standard** — controls how amperage is calculated and which voltage is used in power breakdowns:

| Option | Voltage | Phases |
|---|---|---|
| USA | 208V | 3-phase |
| Euro Light | 230V | 3-phase |
| Euro Heavy | 400V | 3-phase |
| USA 1P | 120V | Single-phase |
| Euro Light 1P | 230V | Single-phase |
| Euro Heavy 1P | 230V | Single-phase |

These settings can be changed at any time in the project by navigating to Units menu in the taskbar.

---

## 3. Navigation

The main window has four tabs across the top:

| Tab | Icon | Purpose |
|---|---|---|
| Screen Editor | Grid icon | Configure individual screens and view live stats |
| Wiring | Cable icon | Assign signal ports and visualize wiring |
| Gear List | List icon | View and export the complete equipment list |
| Summary | Chart icon | Full project overview with grid previews and PDF export |

An **auto-save indicator** appears in the top-left of the tab bar showing the last save time (e.g., "Auto-saved 2:34 PM") for 10 seconds after each save.

---

### Screen Editor

The Screen Editor tab is split into two panels:

- **Left panel** — configuration inputs for the selected screen
- **Right panel** — live statistics and a real-time grid preview

#### Sidebar

The left sidebar (visible in Screen Editor tab only) shows all screens in the project.

**Project Header** — displays the project name, total screen count, and total panel count. Right-click the header to rename the project.

**Screens section** — lists all screens (or combined groups). Each row shows:
- A color accent bar
- Screen name
- Panel dimensions and product shortname

**Reorder screens** — drag and drop rows to reorder. Combined groups move together.

**Add a screen** — click the **+ Add Screen** button at the bottom of the Screens section.

**Screen context menu** — right-click any screen row for:
- **Rename** — opens a rename dialog
- **Duplicate** — creates a copy of the screen (or entire group)
- **Delete** / **Delete Group** — removes the screen or combined group (requires at least one screen to remain)

**Project Totals section** — shows aggregate values across all configured screens:
- Total power (watts, adjusted for current brightness settings)
- Total amperage
- Total weight
- Total panels
- Total processors
- Total signal ports

#### Brightness Slider

The **Brightness** slider in the left configuration panel controls the brightness percentage (0–100%) **for the selected screen**. Each screen has its own independent brightness setting. This value scales the power and amperage calculations for that screen individually.

The brightness value is shown in the Live Stats panel next to the adjusted nit level (e.g., "750 nits @ 50% of 1,500 max").

#### Screen Configuration

Select a screen in the sidebar to configure it in the left panel.

**Dimensions**

Enter the screen size in **panels**:
- **Width (panels)** — number of panels across
- **Height (rows)** — number of panel rows tall

Both fields accept arithmetic expressions (e.g., enter `12/2` and press Return — it evaluates to `6`).

For products with full-size panels ≥ 1m tall (e.g., ROE Graphite), two additional options appear:
- **First Row Half** — the top row uses half-height tiles
- **Last Row Half** — the bottom row uses half-height tiles

Only one can be active on a single-row screen.

**Product**

Choose the LED product from the dropdown. The selection determines panel pixel resolution, physical dimensions, power draw, and weight per tile. An info badge shows the panel pixel dimensions and physical panel size in the currently selected unit.

The product picker includes a **search bar** — click the picker to open it, then type any part of the product name to instantly filter the list. Clear the search field to show all products again.

Available built-in LED products:
- ROE Graphite (GP 2.6mm)
- ROE Graphite Half
- ROE GP 2.6mm Corner Tile
- ROE Black Onyx 3 (BO3)
- ROE Black Onyx 2
- ROE Carbon 3 (CB3)
- Absen PL 2.5
- ROE Diamond 3.9
- ROE Diamond 2.6
- ROE Black Pearl 3
- ROE Black Pearl 2 V2
- ROE Carbon 5
- ROE Carbon 8
- **Projector** — see Projector Configuration below

Custom products (defined in the Products window) appear below a divider in the picker.

**Special Fixtures (ROE Graphite/GP only)**

For Graphite and GP-family screens, enable **Special Fixtures** to add:
- **Round Corner tiles** — TL, TR, BL, BR positions (each replaces one full tile + adds a companion half tile)
- **Triangle tiles** — TL, TR, BL, BR corner accents
- **Big Triangle tiles** — larger triangular corner pieces

Toggle individual positions using the 2×2 button grids. Positions are disabled when they would be geometrically invalid for single-row or single-column screens.

**Projector Configuration**

When **Projector** is selected as the product, the configuration panel switches to projector-specific settings:

- **Resolution** — choose the output resolution for this projector. Available options:

| Resolution | Pixels |
|---|---|
| HD 720p | 1280 × 720 |
| WXGA | 1280 × 800 |
| HD 1080p | 1920 × 1080 |
| WUXGA | 1920 × 1200 |
| WQHD | 2560 × 1440 |
| 4K UHD | 3840 × 2160 |
| DCI 4K | 4096 × 2160 |

- **Width / Height (projectors)** — the number of projector units wide and tall (for multi-projector arrays with blend zones)
- **Blend Overlap (H / V)** — horizontal and vertical overlap in pixels between adjacent projectors; reduces the effective canvas size

Projectors appear in the grid view as tile cells with SMPTE color bar overlays when the SMPTE toggle is active. Projectors are excluded from signal port and processor calculations.

**Signal Processor**

Select the signal processor type for this screen from the dropdown. Available processors:

**Brompton Technology**
- **Brompton Tessera SX40** — 4 × 10GbE outputs → 4 XD distribution boxes → 40 × 1GbE ports; max 9M pixels, 4096×2160 canvas per zone
- **Brompton Tessera SQ200** — 2 × 100G QSFP28 → 1 QD-S box → 12 × 10G SFP+ ports; max 36M pixels, 8192×4320 canvas. Panels require G1 receiving cards. **(Pre-release — specs subject to change)**
- **Brompton Tessera S8** — 8 direct 1GbE outputs; max 4.5M pixels, 4096×2160 canvas
- **Brompton Tessera M2B** — 4 direct 1GbE outputs; max 1.3M pixels, 1920×1080 canvas *(legacy/discontinued)*

**Novastar**
- **Novastar MCTRL4K** — 16 direct 1GbE outputs; max 8.8M pixels, 7680px max width or height
- **Novastar VX1000** — 10 direct 1GbE outputs; max 4.65M pixels, 10,000×8,192 canvas
- **Novastar VX4S** — 4 direct 1GbE outputs; max 2.3M pixels, 3,840×1,920 canvas *(legacy)*
- **Novastar MCTRL660 Pro** — 6 direct 1GbE outputs; max 2.3M pixels, 8,192×1,152 canvas

**Colorlight**
- **Colorlight X4** — 4 direct 1GbE outputs; max 2.62M pixels, 16,384×8,192 canvas; 8-bit color only
- **Colorlight X16** — 16 direct 1GbE outputs; max 10.49M pixels, 16,384×8,192 canvas; 8-bit color only
- **Colorlight X20** — 20 direct 1GbE outputs; max 13M pixels, 16,384×8,192 canvas; 8-bit color only
- **Colorlight X26** — 26 direct 1GbE outputs; max 17.03M pixels, 16,384×8,192 canvas; 8-bit color only
- **Colorlight X40** — 40 direct 1GbE outputs; max 26.21M pixels, 16,384×8,192 canvas; 8-bit color only

**Megapixel VR**
- **Megapixel VR Helios** — 8 × 10GbE SFP+ fiber outputs feeding up to 8 network switches (12 ports each); max 35.3M pixels; 10-bit and 12-bit color only. Per-port pixel capacity scales with FPS, bit depth, and switch type. See [§8 Megapixel VR](#megapixel-vr) for full details.

**Processor Info Panel**

Below the processor picker, a **[Processor Name] — Processor Info** disclosure row can be clicked to expand a detail panel showing:

- A use-case summary and any legacy/pre-release warnings for the selected processor
- Key specification grid: output count, max raster, total pixel budget, panels per port (where fixed), distribution box requirements
- **Resource links** — where available, buttons to open manufacturer resources in your browser:
  - **Data Sheet** — manufacturer PDF spec sheet for the processor
  - **Distribution Box Data Sheet** — spec sheet for the associated distribution box (e.g., QD-S for SQ200)
  - **Accessory Data Sheet** — supplementary documentation (e.g., G1 Receiving Card brochure for SQ200)
  - **User Manual** — full operational manual PDF
  - **Downloads & Software** — link to manufacturer's software download page or control software manual

The panel collapses automatically when you change the processor type so stale information is never shown.

**Helios Switch Mode**

When **Megapixel VR Helios** is selected, an additional **Switch Type** picker appears below the processor picker. For full Helios configuration steps see [Helios Processor Setup](#helios-processor-setup).

- **2.5 GbE** (default) — uses 2.5GbE network switches between the Helios and the panels. Provides up to 2.5× the per-port pixel capacity of 1GbE, at the same FPS and bit depth.
- **1 GbE** — uses 1GbE network switches. Lower cost option with reduced per-port pixel capacity.

The switch mode directly affects the per-port pixel budget and therefore the number of switch ports (and ports-per-processor) required by the screen.

---

#### Helios Processor Setup

Setting up a Megapixel VR Helios screen follows a specific order in the Screen Editor. Work through these steps in sequence to get accurate signal port counts, gear quantities, and wiring diagrams.

**Step 1 — Select Processor**

In the Signal Processor section, choose **Megapixel VR Helios** from the processor picker. The info panel below the picker will show the Helios spec summary: 8×10GbE SFP+ fiber outputs → up to 8 network switches × 12 ports per switch, 35.3M pixel capacity, 10–12 bit color.

**Step 2 — Choose Switch Type**

The **Switch Type** picker appears immediately below the processor picker:

- **2.5 GbE** — recommended for most applications. The higher bandwidth allows more panels per port at the same FPS and bit depth, reducing the total switch and fiber count.
- **1 GbE** — use when 1GbE switches are specified. Requires more ports per screen for the same resolution.

This setting affects both the per-port pixel budget displayed in the Signal Settings section and the gear list quantities for network switches and fiber cables.

**Step 3 — Set Bit Depth**

Helios supports **10-bit** and **12-bit** only. If the bit depth picker shows 8-bit (from a previous processor selection), it will automatically reset. Select your target bit depth before continuing — it directly changes the per-port pixel capacity.

**Step 4 — Set Frequency**

Choose the output frequency (24 / 25 / 30 / 48 / 50 / 60 / 120 Hz). The Helios per-port capacity is read from the manufacturer's spec chart for each frequency × bit depth × switch type combination.

**Step 5 — Choose Redundancy Mode**

See [Helios Redundancy Modes](#helios-redundancy-modes) below for a full description of each mode. Once set, the gear list and wiring view update to reflect the selected redundancy topology.

**Step 6 — Review Signal Statistics**

After completing steps 1–5, the **Signal & Infrastructure** card in the live stats panel shows:
- **Signal Ports** — total physical cable runs from Helios network switches to panel chains (includes backup cables for any redundancy mode)
- **Helios Required** — total physical Helios processor units (primary + backup where applicable)
- **Network Switches** — only the switches that have at least one panel port wired; unused switches are not counted

**Step 7 — Auto-Route in the Wiring Tab**

Switch to the **Wiring** tab and click **Auto-Route**. The router assigns each panel column (or column group) to a Helios switch port in column-major order. The wiring canvas shows:

- **Color-coded port blocks** — each of the up to 8 switches is rendered as a separate block (Switch 1 through Switch 8). Switch numbers map to XD sections A–H.
- **Processor zone header** — a label bar above the wiring canvas shows which processor zone each half of the screen belongs to (e.g., "Helios #1 & #3" / "Helios #2 & #4" for a 2-base-processor Dual Helios setup). Zone labels swap sides when toggling between front and rear view.
- **Dashed zone dividers** — vertical yellow dashed lines mark the pixel boundary between each base processor's raster zone on the canvas.
- **Port capacity bar** — click any port dot in the sidebar to select it. A capacity bar appears at the bottom showing pixel usage vs. the per-port budget. Selecting a port highlights the assigned panel columns on the canvas.

---

#### Helios Redundancy Modes

The **Redundancy Mode** picker (visible when Megapixel VR Helios is selected) controls the backup signal topology. There are four options:

**None**

No redundancy. One Helios processor unit handles the full screen (or each raster zone for wide screens). A single cable path runs from each Helios switch port to each panel. If the Helios unit or any single cable fails, that portion of the screen goes dark.

**Seamless Loop – Tile Link** *(Single Helios)*

A seamless redundancy mode using the Helios Tile Link feature. Each panel has two cable connections — primary and backup — both on the **same** Helios processor but on different switch ports. If a cable or panel fails mid-chain, the signal loops back through the backup path, preserving the rest of the chain. No additional Helios hardware is required.

- Gear list: 1× Helios per raster zone
- Signal ports: 2× the non-redundant count (primary + backup ports, both on same unit)
- Wiring: primary chain runs normally; backup chain is reversed (runs from the chain's last panel back toward the switch) to minimize loop distance

**Seamless Loop – Switch** *(Single Helios)*

Similar to Tile Link, but the backup path uses a second port on a different switch on the **same** Helios unit. Designed for switch-level failures rather than cable-level failures. Also requires no additional Helios hardware.

- Gear list: 1× Helios per raster zone
- Signal ports: 2× non-redundant count
- Wiring: backup chains run on alternating switch ports (odd port = primary, even port = backup)

**Seamless – Dual Helios** *(Processor Redundancy)*

Full processor redundancy. Every panel chain is cabled to **two independent Helios units** — a primary and a backup. If the primary Helios unit fails completely (processor, power, or upstream signal loss), the backup takes over instantly with no visible interruption to the image.

- Gear list: 2× Helios units per raster zone (e.g., a wide screen requiring 2 base zones = 4 Helios total)
- Signal ports: 2× the primary port count (each panel column has two cables — one from the primary Helios, one from the backup)
- Network switches: 2× the utilized switch count (each Helios unit has its own set)
- Fiber: 2× fiber cable count between each Helios unit and its switches
- Wiring: zone labels show both the primary and backup unit numbers (e.g., "Helios #1 & #3") so technicians know which physical unit each zone belongs to

> **Tip:** For shows where display uptime is critical — live events, broadcast, or any wall with no opportunity for a camera cut — Dual Helios is the recommended architecture. Tile Link and Switch modes protect against cable and panel failures; Dual Helios protects against complete processor failure.

---

**Bit Depth Restrictions**

Available bit depth options in the Signal Settings section are determined by the selected processor:

| Processor Family | Allowed Bit Depths |
|---|---|
| Brompton (SX40, SQ200, S8, M2B) | 8-bit, 10-bit, 12-bit |
| Novastar (MCTRL4K, VX1000, VX4S, MCTRL660 Pro) | 8-bit only |
| Colorlight (X4, X16, X20, X26, X40) | 8-bit only |
| Megapixel VR Helios | 10-bit, 12-bit only |

Switching to a processor whose allowed bit depths don't include the current setting will automatically reset bit depth to the first valid option for that processor.

If a screen exceeds the capacity of a single processor, a warning badge appears and the processor count adjusts automatically. By default, port configurations and wiring calculations will automatically account for a (near) even division of port counts between the multiple processors.

**Signal Redundancy** — Provides access to port redundancy features of the selected processor. This effectively doubles all signal port and cable quantities for this screen (backup signal path). Applies to the entire group if the screen is in a combined group. For Helios, use the **Redundancy Mode** picker instead — it provides more granular control over the redundancy topology. See [Helios Redundancy Modes](#helios-redundancy-modes).

**Processor Redundancy** — For Helios this is exposed through the **Redundancy Mode → Seamless – Dual Helios** option. For SX40, enabling Processor Redundancy doubles the SX40 count and fiber cable quantities for this screen.

**Signal Settings**

- **Frequency** — output refresh rate (e.g., 24, 25, 30, 48, 50, 60 Hz)
- **Bit Depth** — color bit depth (available options depend on the selected processor — see Bit Depth Restrictions above)
- **Max Panels/Port** — calculated value showing how many panels fit per port at the selected frequency and bit depth.
- **Port Formula** *([Expert Mode](#expert-mode) only)* — controls how ports are counted (Most Efficient or Simplest). See [Expert Mode](#expert-mode) below.

**Combining Screens on One Processor**

Multiple screens can share a single processor. This is useful for adjacent walls driven as one signal canvas.

To combine two screens:
1. Open either screen in the editor
2. Click **Combine with screen…** in the Signal Processor section
3. Select the screen to combine with from the sheet

Once combined, both screens appear under one entry in the sidebar (the group). The editor for the group shows:

- **Group name** field (editable inline)
- All member screens listed, each **collapsed by default** showing the screen name and pixel dimensions. Click the chevron (›) to expand any member and edit its full configuration.
- **Add Screen to Group** button
- **Manage Members…** button (opens the combine sheet to add/remove members)
- **Ungroup All** button — dissolves the group entirely

**Signal modes** (SX40 groups only):
- **Screen Mirroring** — all screens share the same raster space, all positioned at 0,0 on the canvas
- **Treat as One Screen** — screens share XD distribution boxes, reducing total XD box count

**Rigging Method** — segmented control:
- **Hanging** — wall is flown from overhead truss; generates hanging headers and associated hardware in the gear list
- **Floor** — wall stands on a ground-support base system; generates floor bases, uprights, and truss in the gear list

**Color**

Each screen has a color accent used in the sidebar and grid overlay. Click the color swatch to change it. Or click the + to add your own custom color from the Apple color picker function.

**Combining Screens — Extended**

The Combine feature assigns multiple screens to share a single processor canvas. This is most useful when adjacent walls must be fed as one continuous raster without splitting signal cables.

Once combined:
- The group appears as a single entry in the sidebar. Individual members are listed below the group name, collapsed by default.
- Position each member within the shared canvas by expanding it and entering its panel column (`Col`) and row offset (`Row`), or by dragging tiles in the **canvas position view** that appears below the group editor.
- The group editor shows the total canvas resolution, processor count, and port count for the whole group.
- Processor split overlay lines in the wiring canvas show exactly where each processor's zone boundary falls across the combined screens.

Members can have **different products** (pixel pitches) — RasterLab still calculates correct ports, processor zones, and pixel totals for the mixed group.

To remove a member from a group without deleting it: open **Manage Members…** and deselect it. The screen returns to standalone status.

**Processor Pool**

The **Processor Pool** is a convenience feature in the Screen Editor that allows you to set the processor type once and have all screens in the project inherit it automatically. Access it via the **Pool** button next to the processor picker on any screen.

When a processor pool is active:
- Any screen set to use the pool automatically reflects the pool's processor type.
- Changing the pool type updates all pool-member screens simultaneously.
- Individual screens can still be set to a different processor by selecting a type directly (they leave the pool).

The pool is useful for large rigs where all screens use the same processor platform and you want a single global change to propagate everywhere.

**Expert Mode**

Enable **Expert Mode** via the toggle in the Screen Editor, the **View** menu, or **⌘⇧E**. The setting is global and persists across sessions. When active, the window title changes to **"RasterLab — Expert Mode Enabled"** as a persistent reminder that safety limits are off.

Expert Mode unlocks the following:

- **Canvas Resolution Override** — manually specify the pixel canvas width, height, and X/Y offset for a screen, overriding the value automatically derived from the panel layout. When active, an orange badge reads **"Override active — native resolution W × H px"** showing the physical panel resolution for reference, while the fields above it display the active override values. Processor split calculations, zone overlays, and the wiring router all use the override dimensions when this is set. Use **Reset to Auto** to clear it.
- **Canvas Remap** — reflows a wide screen's columns into stacked horizontal bands so the canvas output fits within a single processor's maximum width. See [Canvas Remap](#canvas-remap) below.
- **Port Formula** — a dropdown appears in the Signal Settings section to choose between **Most Efficient** (maximizes panels per port, reducing total port count — may result in chains that split mid-column or mid-row) and **Simplest** (rounds to the nearest clean column/row boundary even if port capacity is not fully reached).
- **Pixel-per-port safety cap removed** — the [Wiring view](#wiring-view) auto-router will assign panels beyond the normal per-port pixel budget without warning.
- **Power circuit watt limits removed** — panels can be assigned to Socapex circuits beyond the safe watt threshold in [Power Wiring Mode](#power-wiring-mode). Overloading circuits is a fire and equipment hazard — use with full awareness of real-world power draw.

A warning banner is displayed at the top of the [Wiring view](#wiring-view) whenever Expert Mode is active as a reminder that safety limits are off.

---

#### Canvas Remap

Canvas Remap is an [**Expert Mode**](#expert-mode) feature that allows a wide screen to be split into multiple horizontal output bands — "rows" — so the canvas output fits within the processor's raster width limit.

**When to use it**

A screen that is wider than the processor's maximum canvas width (e.g., 25 columns × 960px = 24,000px — far beyond any single processor's 8,192–16,384px limit) would normally require multiple processors with split zones. Canvas Remap is an alternative: rather than adding more processors, you instruct the processor to treat the wide screen as a tall stacked canvas, with each row containing a horizontal slice of the original layout. This is how some media server workflows handle extra-wide LED rigs.

**How it works**

- The physical panel layout is unchanged.
- The canvas output is reflowed: columns 1–N become Row 1, columns N+1–2N become Row 2, and so on.
- Each row shares the same pixel height as the original screen.
- The resulting canvas is taller than the original screen by a factor of the row count.

**Setting up Canvas Remap**

1. Enable [Expert Mode](#expert-mode) (⌘⇧E).
2. Select the screen in the editor. A **Canvas Remap** section appears below the dimensions when the screen has 2 or more columns.
3. Check **Split into Rows** — RasterLab auto-calculates the minimum row count required to keep each section within the processor's canvas width limit.
4. Optionally adjust the **Rows** stepper to use more or fewer rows than the minimum.
5. Set **Row Spacing Y (px)** if your media server requires a pixel gap between stacked bands.
6. The section display shows each row's column range, pixel dimensions, and canvas output origin `(0, Y)`.
7. The **Canvas output** summary line shows the total effective canvas dimensions sent to the processor.

**Reflected in the grid preview**

When Canvas Remap is active, the grid preview shows dashed yellow lines marking each row boundary, labeled **Canvas Row 1**, **Canvas Row 2**, etc. Each label also displays the canvas output origin `out (0, Y)` for that section — these are the pixel coordinates the processor uses to address each row.

**Media server note**

In your media server, create a layer or output sized to the **Canvas output** dimensions shown in the section display. Map each canvas row's `(0, Y)` origin to the appropriate output region. Content that spans the full physical screen width should be composed at the full physical raster and then cropped / scaled per section, or rendered as separate pieces per row.

**Interaction with processor count**

Canvas Remap uses `effectiveCanvasWidth` (the width of one row section) and `effectiveCanvasHeight` (the stacked height) for all processor calculations. If the effective dimensions still exceed a single processor's limit, RasterLab will show additional processor zones on top of the remap. In most workflows, the goal of Canvas Remap is to bring the effective dimensions within one processor's limit.

**Reset**

Click **Reset** in the Canvas Remap section header to clear all remap settings and return to the standard layout.



#### Live Stats Panel

The right panel updates in real time as you change configuration. It shows:

**Primary stats:**
- Resolution (pixels wide × pixels tall)
- Physical dimensions (width × height in selected units)
- Panel count
- Brightness (adjusted nits at current brightness %, e.g., "750 nits @ 50% of 1,500 max")
- Power at 100% (watts), Power at current brightness (watts), Amperage at brightness

**Signal stats:**
- Processor type and count
- XD / QD-S / Network Switch count (where applicable)
- Signal ports needed
- Max panels per port

**Live Grid Preview** — a scaled rendering of the panel grid, color-coded with alternating column shading and panel labels (Row.Col notation, e.g., 1.1, 1.2). This matches the exported grid image. For screens with multiple processors, dashed vertical lines show the processor zone boundaries.

---

### Wiring View

The Wiring tab provides a visual diagram for assigning signal ports and power circuits across all configured screens.

#### Layout

The Wiring view is split into two areas:

- **Left sidebar** — screen selector, routing controls, and the processor/port or power panel
- **Canvas** — interactive panel grid where you select panels and assign them to ports or circuits

#### Perspective Toggle

A **View from Front / View from Rear** button is displayed at the top center of the canvas. Clicking it mirrors the canvas horizontally — simulating looking at the wall from the stage (front) vs. from behind (rear). The sidebar processor list also reorders to match:

- **View from Rear**: processors listed left-to-right as #1, #2, #3 (matching physical left-to-right when standing behind the wall)
- **View from Front**: processors listed right-to-left as #3, #2, #1 (matching physical left-to-right when facing the wall from the audience)

Port assignments and wiring data are unaffected by the perspective toggle — it is a display aid only.

#### Signal Wiring Mode

Switch to **Signal** mode using the segmented control at the top of the sidebar.

**Routing Mode**

Each screen (or group) has a configurable routing start corner and traversal direction — 8 combinations total. Select a routing mode using the 8-button routing picker. The tooltip for each button describes the pattern (e.g., "Bottom-Right · ↑ within, ← across (column-by-column)").

**Auto-Route**

Click **Auto-Route** in the sidebar to automatically assign all panels to ports based on the current routing mode and pixel-per-port budget. The router fills each port to its pixel capacity, then advances to the next port.

**Manual Assignment**

1. Click a port button (colored circle) in the PROCESSORS panel to select it
2. Click or drag across panels in the canvas to assign them to the selected port
3. Click the same port again to deselect

Selection tools:
- Click a single panel to select it
- Drag a rectangle to select multiple panels
- Cmd+A to select all panels
- Delete or Backspace to remove selected panels from all port/circuit assignments
- X button in the selection bar to clear the selection

**Port Capacity Bar**

When a port is selected, a capacity bar appears at the bottom of the signal sidebar showing the port's pixel usage vs. budget (as a percentage). The bar turns orange when usage exceeds 95%.

**Helios Wiring Layout**

For Megapixel VR Helios screens, the Wiring view displays the switch architecture with up to 8 switch blocks (Switch 1 through Switch 8), each showing 12 port slots in a 6-column grid. Ports are color-coded by switch. XD distribution box display uses only the first four sections (matching the SX40 architecture), while Helios switches span all eight sections.

#### Power Wiring Mode

Switch to **Power** mode using the segmented control.

The power sidebar shows:

- **Watt Formula** — toggle between Max (Full White) and At Brightness calculations
- **Phase Loads** — per-phase watt and amp totals across all panels (Phase X, Y, Z with load bar indicators)
- **Distro Blocks** — one block per distro, showing Socapex cable outputs and circuit assignments

**Power Auto-Route**

Click **Auto-Route** in the sidebar to automatically assign panels to circuits based on watt load balancing across phases.

**Manual Power Assignment**

1. Select a circuit button within a distro's Socapex block
2. Click or drag panels in the canvas to assign them to that circuit

---

### Gear List

The Gear List tab shows the complete equipment list for the entire project, automatically calculated from all configured screens.

#### Layout

- **Left sidebar** — category filter
- **Main table** — sortable list of all gear items
- **Toolbar** — search, add items, reset overrides, inventory badge

#### Categories

Items are grouped into:

| Category | Contents |
|---|---|
| Fixtures | LED tiles (full, half, corner, replacement modules) and projectors |
| Special Fixtures | Corner tiles, triangle tiles, big triangle tiles |
| Accessories | Rounded tiles, corner accents |
| Rigging — Hanging | Hanging headers, motor points |
| Rigging — Floor | Floor bases, uprights, base truss |
| Rigging — Hardware | Bolts, pins, clamps, and associated hardware |
| Signal | Processors (SX40, SQ200, S8, M2B, MCTRL4K, VX1000, VX4S, MCTRL660 Pro, Colorlight X4/X16/X20/X26/X40, Helios), distribution boxes (XD / QD-S), network switches (Helios), Opticon Duo Fiber / Cat6a cables, etherCON/Cat5e, DP/HDMI cables |
| Power | DISTRO boxes, squid breakouts, breaker panels, SOCA/TRUE1 cabling |
| Control | Network switches, CAT cables, laptops |
| Additions | Manually added items |
| Inventory Only | Items in the active inventory not required by this project (shown when "Show Unused" is on) |

Click a category in the left sidebar to filter the table. Click **All Categories** to show everything.

#### Table Columns

| Column | Description |
|---|---|
| Item | Item name and optional notes |
| Category | Category label |
| Qty | Calculated quantity (orange if manually overridden) |
| Spare | Spare quantity (orange if manually overridden) |
| Total | Qty + Spare |
| In Stock | From active inventory: green checkmark (sufficient), yellow warning (partial), red ✗ (short) |
| Cases | Number of road cases needed (from inventory definition) |

#### Editing Quantities

Click any value in the **Qty** or **Spare** column to open an inline popover where you can type a new value. Press Return or click OK to confirm. Overridden values display in orange.

**Reset a single override** — click the orange circular arrow (↺) icon at the end of the overridden row.

**Reset all overrides** — click **Reset Overrides** in the toolbar (only visible when overrides exist).

#### Adding Items Manually

Click **Add Items** in the toolbar to open the add sheet. This requires an active inventory to be loaded. You can add items from the inventory directly to the gear list as manual additions (shown in the Additions category). A red minus (−) icon at the end of the row removes a manual addition.

#### Custom Gear Templates

Gear templates let you define additional items that are automatically calculated from project metrics (e.g., "2 per screen", "1 per 10kW"). Templates appear in the gear list alongside the built-in items.

To manage templates, use the **Gear Templates** section at the bottom of the Gear List sidebar. You can add, edit, and remove templates, or browse the built-in template library.

Each template defines:
- **Name** and **Category**
- **Quantity Mode** — Per Panel, Per Screen, Per Row, Per Column, Per Kilowatt, Fixed, Per SX40/SQ200/S8/M2B/MCTRL4K/VX1000/VX4S/MCTRL660 Pro/Colorlight X-Series/Helios Unit, Per Product Panel (counts panels of a specific product only), Per Signal Port, and others
- **Rate** — multiplier applied to the quantity mode
- **Spare** — fixed spare quantity

#### Inventory Badge

The badge next to the "Gear List" title shows:
- Green badge with inventory name — an inventory is active and loaded
- Grey "No Inventory" badge — no inventory loaded

#### Search

Type in the **Search gear…** field to filter by item name or notes. The category filter and search work together.

#### Show/Hide Unused Inventory Items

When an inventory is loaded, the **Show Unused / Hide Unused** toggle reveals items that are in your inventory but not required by the current project. These appear greyed out at the bottom of the list with an archive icon and stock count.

---

### Summary

The Summary tab provides a complete project overview for review, client presentations, and export.

#### Header

Shows the project name and a "Generated [date/time]" timestamp. The **Export Summary PDF** button (top right) exports the full summary as a PDF.

#### Overview Cards

The overview cards are laid out in two rows.

**Row 1 — four equal cards:**
- **Screens** — total logical screen count (standalone screens and combined groups)
- **Processors** — total processor units across all LED screens (or projector count, or both)
- **Panels** — total tile count across all LED screens
- **Signal Ports** — total signal ports in use (LED screens only; zero for projector-only projects)

**Row 2 — two half-width cards spanning the full row width:**

**Power card** — combined wattage and amperage in one card:
- Total watts at current brightness (large) with brightness percentage note
- Total amps, voltage, and phase configuration
- Per-phase amperage breakdown (L1 / L2 / L3) for three-phase projects

**Weight card** — project total with a full per-screen itemized breakdown:
- Project total weight displayed prominently
- A table with one row per logical screen (or combined group) showing four weight components:
  - **Tiles** — LED panel tile weight
  - **Rig** — rigging hardware (hanging bars, floor bases, trusses, rear bridges, sandbags)
  - **Cable** — signal cables, tile-level jumpers, and power multicables
  - **Proc** — signal processing hardware (XD/QD-S distribution boxes)
  - **Total** — combined weight for that screen (rounded to nearest 2 lbs or 1 kg)
- A **PROJECT** totals row at the bottom of the table
- A footnote: *estimate — verify all loads with a licensed structural engineer*

The same itemized per-screen weight table is reproduced in the **PDF Summary** export, giving structural engineers and production managers a clear breakdown of every load source without needing to open the app.

All weight values in both the cards and the exported PDF respect your selected measurement units (lbs or kg).

#### Product Mix

A breakdown of each LED product used, showing screen count and total panel count per product type.

#### Screen Grid Layouts

Live grid preview images for every screen (or combined group). Options in the toolbar above the grids control which overlays are drawn:

| Toggle | Shows |
|---|---|
| Title | Screen name and resolution pill |
| Logo | Your uploaded logo watermark |
| Zones | Processor zone boundary overlay (zone labels and dashed divider lines) |
| Coords | Screen position coordinates |
| Labels | Panel Row.Col labels (e.g., 1.1) |
| Guides | Corner arc guide lines |
| SMPTE | SMPTE color bar overlay (projectors) |

#### Logo Management

RasterLab supports multiple logos per project. Logos appear as watermarks in the screen grid previews and are embedded into the PDF Summary and Media Guide exports.

**Uploading a logo**

Click **Upload Logo** (or **Add Logo** if a logo already exists) to import a PNG, JPEG, TIFF, GIF, or PDF file. Each uploaded logo is stored inside the project file. You can add as many logos as needed.

**Switching the active logo**

When more than one logo has been uploaded, a **picker control** appears above the logo buttons. Select the desired logo from the picker — the grid previews, PDF summary header, and Media Guide all update immediately to use the selected logo.

**Removing a logo**

With the target logo selected in the picker, click **Remove Logo** to delete it from the project. If only one logo remains after removal, the picker disappears.

**Logo positioning in grids**

The logo appears as a centered watermark overlay on each screen grid. Its position and scale can be adjusted by dragging it within the live grid preview in the Summary tab.

---

#### Media Guide Export

The **Media Guide** is a formatted PDF designed for distribution to video playback operators, media servers, and content creators. It documents every screen's safe-area layout, pixel dimensions, and technical constraints for content preparation.

**Generating a media guide**

From the [Summary](#summary) tab, open the **Export** menu and choose **Export Media Guide PDF**, or use **Export Media Bundle** to get the Media Guide alongside SVG and JSX files in one folder.

A settings sheet appears before export with options:

- **Content Layout** — choose whether specs are presented **per screen** (one page per screen) or **combined** (all screens on a single canvas reference page)
- **Show Gap Note** — includes a footnote about physical tile gaps and safe-area recommendations for content

**Automatic color theming**

The Media Guide automatically derives a color accent from your active logo. The dominant color of the logo image is extracted and used for:
- Page header and footer accent bars
- Section headings and rule lines
- Cover page background gradient

If no logo is uploaded, a neutral grey theme is used. The logo itself is also placed in the footer of every page.

**What the media guide includes**

- **Cover page** — project name, generation date, and a miniature grid preview of all configured screens
- **Screen layout page** — combined raster diagram showing all screens in their relative positions with pixel dimensions labeled
- **Per-screen spec pages** — one page per screen (or per group) containing:
  - Canvas resolution (pixels wide × pixels tall)
  - Physical dimensions (width × height in ft or m)
  - Pixel pitch and panel product name
  - Processor type and count
  - FPS and bit depth
  - Raster output types (see [Raster output types](#raster-output-types) below)
  - Safe area recommendations
- **Design guidelines page** — recommended safe areas, bleed, and file format notes for content creators

**Raster output types**

Each per-screen spec page documents the three standard raster sizes media operators use:

| Type | Description |
|---|---|
| **Native** | Exact pixel resolution of the screen as configured (panels × pixels per panel). Content delivered at this size maps 1:1 to physical pixels with no scaling. |
| **Interpolated** | A common standard resolution (e.g., 1920×1080, 3840×2160) that the processor scales to fit the physical canvas. Use when your media pipeline can only output standard resolutions. Quality depends on the processor's scaling engine. |
| **Full Raster** | The total canvas pixel area when multiple screens are combined. Use this for a single content output that spans all screens in the group, with each screen's section occupying the correct region. |

For [Canvas Remap](#canvas-remap) screens, the native resolution shown is the **canvas output** dimensions (the reflowed stacked-row format) rather than the physical panel bounding box.

**Export All Grids** — exports all screen grids as a folder of individual PNG files plus a combined composite image. You choose the save location in the macOS save panel.

To export a single screen's grid, use the per-screen **Export PNG** button in the grid card.

#### Gear List

A read-only view of the complete gear list, organized by category, with Qty / Spare / Total columns.

---

## 4. Projects & Files

### File Format

Projects are saved as `.ledproject` files — a JSON-encoded document containing all screen configurations, the project name, brightness settings, gear overrides, manual additions, and the embedded logo image (if any).

### Saving

- **⌘S** — Save. If the project has a current file URL, saves in place. If not (new project), opens the macOS save panel.
- **⌘⇧S** — Save As — always opens the save panel to choose a location and name.
- **Auto-save** — the project auto-saves to its current file URL whenever changes are made. The auto-save timestamp appears briefly in the top-left of the tab bar.

### Opening

- **⌘O** — Open — opens the macOS file picker to select a `.ledproject` file.
- **Recent Projects** — listed in the Welcome Screen on launch, up to the last 10 files.

### New Project

- **⌘N** — creates a new blank project. If an unsaved project is open, you may be prompted to save.

### Renaming

- Right-click the project header in the sidebar → **Rename Project**
- Saving to a new filename via Save As also renames the project to match the filename.

### Exports

#### Summary PDF

From the [Summary](#summary) tab, click **Export Summary PDF** to generate a formatted PDF. The PDF includes:
- Project header with logo, name, and generation timestamp
- Overview cards (Screens, Processors, Panels, Signal Ports) plus Power and Weight breakdown cards
- Product mix breakdown
- Screen grid layout images for all screens and combined groups
- Per-screen wiring diagrams rendered in **rear view** (as you would see the wall when standing behind it — the natural perspective for physical cable runs)
- Complete gear list
- All weight and dimension values follow your selected measurement units (lbs/ft or kg/m)

#### Gear List CSV

From the [Gear List](#gear-list) tab, click **Export CSV** to export the entire gear list as a comma-separated values file compatible with Excel, Google Sheets, and other spreadsheet applications. Columns: Item Name, Category, Qty, Spare, Total, Notes.

#### SVG

RasterLab exports one SVG vector file per screen (or combined group). Each SVG:
- Is sized to match the pixel canvas of that screen/group — use it as a layout guide in Illustrator, Affinity Designer, or any vector application
- Contains colored panel tiles, screen name, and pixel dimension annotations
- Is suitable as a safe-area layer for content creation: import it into your design app and create content on top

#### JSX — Adobe After Effects

The JSX export generates an Adobe After Effects ExtendScript (`.jsx`) file. When run via **File > Scripts > Run Script File…** in After Effects:
- One composition is created per screen (and one combined comp per group) sized to the exact canvas pixel dimensions
- Panel guide lines and safe areas are drawn as shape layers inside each comp
- A comment header in the script documents recommended render settings (ProRes 422 HQ, color depth, codec options) for LED playback

#### Resolume Arena XML

The **Export Resolume XML** option generates an Arena-compatible output slice definition file. Each screen or group is exported as a named output slice with its pixel dimensions and position, ready to import into Resolume Arena's output transformation editor. This eliminates manual entry of pixel offsets when setting up a multi-screen Resolume rig.

*Note: This is an unofficial export — RasterLab is not affiliated with Resolume. Always verify slice assignments in Arena before show.*

#### Media Bundle

**Export Media Bundle** (from the File menu or Summary Export menu) creates a single folder containing:
- All SVG files (in an `SVG/` subfolder)
- The JSX file
- The Media Guide PDF
- *(Resolume XML is exported separately from the File menu)*

A version suffix is appended to the folder name on each export (e.g., `ProjectName_v2`) so previous exports are never overwritten. The folder opens automatically in Finder when complete.

#### Export All Grids

From the [Summary](#summary) tab, **Export All Grids** saves a folder of PNG images:
- One PNG per standalone screen
- One PNG per combined group (full raster)
- Individual per-member PNGs within each group
- One composite PNG showing all screens in their relative canvas positions

#### Per-Processor PNG

Each screen card in the [Summary](#summary) tab has an **Export PNG (per processor)** option. This renders one cropped PNG per processor zone, sized to that zone's exact pixel dimensions — useful for giving content to operators who need separate files per processor or media server output.

---

## 5. Inventory System

RasterLab supports loading client or company inventories that provide in-stock quantities for gear list items. When an inventory is active, the gear list shows how much of each item you already have on hand.

### Loading an Inventory

Open the **Inventory** panel (accessible from the Products window or app menu) and import or select an inventory CSV file. The active inventory name appears in the green badge in the [Gear List](#gear-list) toolbar.

Inventories are stored at: `~/Library/Application Support/RasterLab/Inventories/`

### In-Stock Indicators

When an inventory is active, each gear list row shows:

| Indicator | Meaning |
|---|---|
| Green checkmark + count | You have enough (stock ≥ total needed) |
| Yellow warning + count | Partial stock (0 < stock < total needed) |
| Red ✗ + count | None in stock |
| — | Item not in inventory |

### Unused Items

Toggle **Show Unused** to reveal inventory items that are tracked in the active inventory but not required by the current project. These items show an archive icon and stock count, and are listed after all calculated items.

---

## 6. Keyboard Shortcuts & Tips

| Shortcut | Action |
|---|---|
| ⌘N | New project |
| ⌘⇧N | Add screen |
| ⌘O | Open project |
| ⌘S | Save project |
| ⌘⇧S | Save As |
| ⌘W | Close window / return to Welcome Screen |
| ⌘⇧E | Toggle Expert Mode on/off |
| ⌘/ | Open RasterLab Help |
| ⌘A | Select all panels (Wiring view) |
| ⌘Z | Undo (Wiring view) |
| ⌘⇧Z | Redo (Wiring view) |
| Delete / Backspace | Remove selected panels from port/circuit assignments (Wiring view) |
| Escape | Cancel / dismiss active sheet or dialog |
| Return | Confirm / apply active sheet or dialog |

**Tips:**

- **Arithmetic in dimension fields** — type expressions like `24/3` or `8+4` in Width/Height fields. Press Return to evaluate.
- **Drag to reorder screens** — drag screen rows in the sidebar to change their order in the gear list and summary.
- **Duplicate a group** — right-click a combined group in the sidebar and choose Duplicate to copy the entire group including all members and settings.
- **Color-coded screens** — each screen gets a color accent. The same color appears in the sidebar, the grid overlay, and the wiring view. Click the color swatch to change it, or click + to open the full Apple color picker for a custom color.
- **[Expert Mode](#expert-mode)** — unlocks canvas resolution overrides, the Port Formula picker, and removes pixel-per-port and power watt safety limits. Toggle with ⌘⇧E. A warning banner in the [Wiring view](#wiring-view) confirms it is active.
- **Front vs. Rear view** — use the View from Front / Rear toggle in the [Wiring view](#wiring-view) when building wiring documents. The perspective toggle mirrors the canvas and reorders the processor list in the sidebar to match the physical orientation.
- **Max Panels/Port** — this value updates instantly when you change Frequency or Bit Depth. Lower bit depths and lower refresh rates increase the panels-per-port budget. For Helios, it also responds to the Switch Type (2.5GbE vs 1GbE) selection.
- **Weight estimate** — the weight shown in the Summary sidebar totals and in the PDF export covers four components per screen: LED tile weight, rigging hardware (hanging bars, floor bases, base trusses, rear trusses, rear bridges, sandbags), signal cables (ethercon jumpers, tile-level power jumpers, socapex multicables), and signal processing hardware (XD/QD-S distribution boxes). Structural elements not in the RasterLab model — truss, motors, chain, attachment hardware — are not included. The total is an approximation. Always have a licensed structural engineer evaluate actual load requirements before rigging.
- **PDF wiring diagrams are rear view** — wiring diagrams exported in the Summary PDF are rendered in **rear view** (as you'd look at the panels from behind when running cables). This matches the default perspective in the [Wiring view](#wiring-view). The label on each diagram page reads "Rear View" to confirm orientation.
- **App update banner** — when RasterLab detects a newer version on the Mac App Store (checked once per day), a purple banner appears at the top of the window. Click **Open App Store** to go directly to the app page, or **×** to dismiss. The check runs silently in the background and is skipped on beta builds.
- **Product search** — when the product picker is open, start typing to instantly filter the product list. Useful when working with large custom product libraries.
- **Per-screen brightness** — each screen has its own brightness slider. Adjust them independently when screens in the same project run at different brightness levels (e.g., a floor screen at 30% and a main upstage wall at 100%).

---

## 7. Reference: Supported Products

> **Disclaimer:** RasterLab is an independent tool and is not affiliated with, endorsed by, or sponsored by any manufacturer listed in this section. All product names, trademarks, and specifications are the property of their respective owners. Specifications are included for reference only and may change — always verify against the manufacturer's current documentation.

### ROE Visual

| Product | Pixel W × H | Panel Size | Max Nits |
|---|---|---|---|
| ROE Graphite (GP 2.6mm) | 192 × 384 | 500 × 1000mm | 1,500 |
| ROE Graphite Half | 192 × 192 | 500 × 500mm | 1,500 |
| ROE GP 2.6mm Corner Tile | 192 × 192 | 500 × 500mm | 1,500 |
| ROE Black Onyx 3 | 144 × 144 | 500 × 500mm | 1,500 |
| ROE Black Onyx 2 | 176 × 176 | 500 × 500mm | 1,800 |
| ROE Carbon 3 | 160 × 320 | 600 × 1200mm | 1,500 |
| ROE Diamond 3.9 | 128 × 128 | 500 × 500mm | 1,500 |
| ROE Diamond 2.6 | 192 × 192 | 500 × 500mm | 1,500 |
| ROE Black Pearl 3 | 128 × 128 | 500 × 500mm | 1,500 |
| ROE Black Pearl 2 V2 | 176 × 176 | 500 × 500mm | 1,500 |
| ROE Carbon 5 | 104 × 208 | 600 × 1200mm | 6,000 |
| ROE Carbon 8 | 72 × 144 | 600 × 1200mm | 5,000 |

### Absen

| Product | Pixel W × H | Panel Size | Max Nits |
|---|---|---|---|
| Absen PL 2.5 | 200 × 200 | 500 × 500mm | 1,500 |

### Lightking RD Series

The RD2.8, RD3.9, RD(O)3, and RD(O)4 products are available in both 500×500mm and 500×1000mm panel sizes. The 500×1000mm variants support **First Row Half** / **Last Row Half** using the matching 500×500mm tile, identical to the ROE Graphite workflow.

| Product | Pixel W × H | Panel Size | Max Nits |
|---|---|---|---|
| Lightking RD1.9 | 256 × 256 | 500 × 500mm | 800 |
| Lightking RD2.5 | 200 × 200 | 500 × 500mm | 800 |
| Lightking RD2.8 | 176 × 176 | 500 × 500mm | 900 |
| Lightking RD2.8 (500×1000) | 176 × 352 | 500 × 1000mm | 900 |
| Lightking RD3.9 | 128 × 128 | 500 × 500mm | 900 |
| Lightking RD3.9 (500×1000) | 128 × 256 | 500 × 1000mm | 900 |
| Lightking RD(O)3 | 128 × 128 | 500 × 500mm | 4,500 |
| Lightking RD(O)3 (500×1000) | 128 × 256 | 500 × 1000mm | 4,500 |
| Lightking RD(O)4 | 104 × 104 | 500 × 500mm | 5,000 |
| Lightking RD(O)4 (500×1000) | 104 × 208 | 500 × 1000mm | 5,000 |

### Other

| Product | Pixel W × H | Panel Size | Max Nits |
|---|---|---|---|
| Projector | Selectable (see §9) | N/A | N/A |
| Custom Product | User-defined | User-defined | — |

---

## 8. Reference: Supported Processors

> **Disclaimer:** RasterLab is an independent tool and is not affiliated with, endorsed by, or sponsored by Brompton Technology, Novastar, Colorlight, Megapixel VR, or any other processor manufacturer listed here. All brand names and specifications are the property of their respective owners. Processor pixel budgets and canvas limits in RasterLab are derived from publicly available specifications and may not reflect firmware updates or regional variants — verify against the manufacturer's current documentation before finalizing system design.

### Brompton Technology

| Processor | Ports | Max Canvas | Max Pixels | Distribution Box |
|---|---|---|---|---|
| Brompton Tessera SX40 | 40 × 1GbE (via 4 XD boxes) | 4096 × 2160 per zone | 9,000,000 | XD Box (10 ports each) |
| Brompton Tessera SQ200 *(pre-release)* | 12 × 10G SFP+ (via 1 QD-S box) | 8192 × 4320 | 36,000,000 | QD-S Box (12 ports) |
| Brompton Tessera S8 | 8 × 1GbE | 4096 × 2160 | 4,500,000 | None |
| Brompton Tessera M2B *(legacy)* | 4 × 1GbE | 1920 × 1080 | 1,300,000 | None |

**SX40:** Each 10GbE output feeds one XD distribution box providing 10 × 1GbE data ports. Four XD boxes = 40 total data ports. Per-port pixel budget is calculated using the 1GbE bandwidth formula at the selected bit depth and refresh rate. Controlled via Brompton Tessera software.

**SQ200:** Each 100G QSFP28 output feeds a QD-S distribution box providing 12 × 10G SFP+ data ports. Panels must use Brompton G1 receiving cards. Specs are preliminary and subject to change. Controlled via Brompton Tessera software.

**S8:** 8 direct 1GbE panel outputs. No distribution box required.

**M2B:** 4 direct 1GbE panel outputs. Legacy/discontinued product. Flagged with a LEGACY badge in the processor info panel.

### Novastar

| Processor | Ports | Max Canvas | Max Pixels | Bit Depth | Distribution Box |
|---|---|---|---|---|---|
| Novastar MCTRL4K | 16 × 1GbE | 7,680 × 7,680 | 8,800,000 | 8-bit only | None |
| Novastar VX1000 | 10 × 1GbE | 10,000 × 8,192 | 4,650,000 | 8-bit only | None |
| Novastar VX4S *(legacy)* | 4 × 1GbE | 3,840 × 1,920 | 2,300,000 | 8-bit only | None |
| Novastar MCTRL660 Pro | 6 × 1GbE | 8,192 × 1,152 | 2,300,000 | 8-bit only | None |

All Novastar processors are **8-bit color only**. Per-port pixel budget uses the standard 1GbE bandwidth formula. Controlled via Novastar NovaLCT software.

**MCTRL4K:** 16 direct 1GbE panel outputs. Maximum canvas dimension is 7,680px in either width or height.

**VX1000:** 10 direct 1GbE panel outputs. All-in-one with built-in video processing — common in corporate AV and touring.

**VX4S:** 4 direct 1GbE panel outputs. Classic touring workhorse — widely deployed on mid-size rigs. Flagged as legacy.

**MCTRL660 Pro:** 6 direct 1GbE panel outputs. Mid-range sending controller common in rental and staging.

### Colorlight

| Processor | Ports | Max Canvas | Max Pixels | Bit Depth | Px/Port (hard limit) |
|---|---|---|---|---|---|
| Colorlight X4 | 4 × 1GbE | 16,384 × 8,192 | 2,621,440 | 8-bit only | 655,360 |
| Colorlight X16 | 16 × 1GbE | 16,384 × 8,192 | 10,485,760 | 8-bit only | 655,360 |
| Colorlight X20 | 20 × 1GbE | 16,384 × 8,192 | 13,107,200 | 8-bit only | 655,360 |
| Colorlight X26 | 26 × 1GbE | 16,384 × 8,192 | 17,039,360 | 8-bit only | 655,360 |
| Colorlight X40 | 40 × 1GbE | 16,384 × 8,192 | 26,214,400 | 8-bit only | 655,360 |

All Colorlight X-series processors are **8-bit color only** and enforce a **hard 655,360 pixels-per-port limit** regardless of refresh rate or bandwidth calculations. This limit is an architectural constraint of the Colorlight platform. Controlled via Colorlight CCC/COEX software.

### Megapixel VR

| Processor | Fiber Outputs | Switch Ports (per switch) | Max Pixels | Bit Depth |
|---|---|---|---|---|
| Megapixel VR Helios | 8 × 10GbE SFP+ | 12 × 1GbE or 12 × 2.5GbE | 35,300,000 | 10-bit, 12-bit only |

**Helios architecture:** The Helios uses a three-tier signal chain. The processor unit outputs up to 8 × 10GbE SFP+ fiber signals, each feeding one network switch. Each switch provides 12 ports of either 1GbE or 2.5GbE connectivity to the LED panels — for a maximum of 96 ports total (8 switches × 12 ports). The switch type is selected globally per screen via the Switch Type picker in the Screen Editor.

**Switch Type:**

| Mode | Connectivity | Per-Port Pixel Capacity (example at 60Hz / 10-bit) |
|---|---|---|
| 2.5 GbE | 2.5GbE switch to panels | ~1,275,000 px/port |
| 1 GbE | 1GbE switch to panels | ~510,000 px/port |

Per-port capacity is determined by a manufacturer lookup table indexed by FPS and bit depth. Values at common settings:

| FPS | 10-bit / 2.5GbE | 10-bit / 1GbE | 12-bit / 2.5GbE | 12-bit / 1GbE |
|---|---|---|---|---|
| 24 | 3,187,500 | 1,275,000 | 2,656,250 | 1,062,500 |
| 30 | 2,550,000 | 1,020,000 | 2,125,000 | 850,000 |
| 48 | 1,587,500 | 635,000 | 1,327,500 | 531,000 |
| 60 | 1,275,000 | 510,000 | 1,062,500 | 425,000 |
| 120 | 600,000 | 240,000 | 500,000 | 200,000 |

**Bit depth:** Helios is **10-bit and 12-bit only** — 8-bit is not available.

**Gear list items generated by Helios:**
- Megapixel VR Helios processor (1 per processor unit needed)
- 2.5GbE or 1GbE Network Switch (8 per Helios unit, based on switch type)
- 10GbE LC Fiber Cable — Helios to Switch (8 per Helios unit, 2 spare — for fiber runs from processor to switches)
- Ethernet Cat5e Cable (1 per signal port, 5 spare — for switch-to-panel connections)

When a single screen's port or pixel requirements exceed one processor's capacity, RasterLab automatically calculates the number of processors needed and notes the reason (e.g., "exceeds max pixel count").

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## 9. Reference: Projector Resolutions

| Option | Pixels Wide | Pixels Tall | Aspect |
|---|---|---|---|
| HD 720p | 1280 | 720 | 16:9 |
| WXGA | 1280 | 800 | 16:10 |
| HD 1080p | 1920 | 1080 | 16:9 |
| WUXGA | 1920 | 1200 | 16:10 |
| WQHD | 2560 | 1440 | 16:9 |
| 4K UHD | 3840 | 2160 | 16:9 |
| DCI 4K | 4096 | 2160 | ~17:9 |

Projectors do not consume signal ports and are excluded from processor calculations. For multi-projector arrays, set Width and Height to the number of projector units and configure the blend overlap to match your media server's edge-blending settings.

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