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2) .....For game content I really don't find it to be an issue. With a multi-projector blended setup the screen design and size sets the AR, not what resolution you use.
Thanks Brad, really appreciate the input.
2) So in game, would it be the ‘blended’ 3552x1080 resolution? I have used (1920*0.85)+1920 to get this resolution, allowing for the 15% overlap in the centre.
If I am at about 1m distance, I may be starting to see the pixels. If I can't align them perfectly, would I see this as fuzziness?
In-game you'd set a resolution of 5760x1080. It'll still function as 5760x1080 as far as the computer is concerned, but the aspect ratio of the projection will be 3.28 instead of 3.56. I'm not sure what 1 meter is conversion to feet but a typical viewing distance in a room setup would be 6-10 foot back on the center.line of the screen depending upon the content being viewed. Simulator content typically is viewed closer than movie content, etc...it's situational. I'm also used to 720p not 1080p multi-projection, so it's even more prone to seeing the pixels. You'll be able to dial it in sharp, the question is how often you fine tune it to maintain that sharpness. I nitpick things so if I see any misalignment I always fix it before I use the setup.
The deciding factor on just how pixel-ly and bright your setup will be is your screen design. The sharpest will be at about 48" projection height. It doesn't make any sense to me to go any less projection height than that on a full room circular setup. I'd also go not taller projection than 72". I run a 60" projection height on my particular 720p triple setup. If the pixel size is an important factor shoot for 48" projection height to keep the pixel size small. I'm not used to thinking in meters, so I don't know exactly how well my suggestions relate to what you have in mind for a screen size and viewing distance.