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showstack / signals / display

Display & video signals

Version numbers that decide whether a cable actually does what the box says, how the four kinds of projector light engine actually make colour, the safety classes that govern show lasers, and what a virtual-production or XR stack is actually assembled from.

Display signal versions — HDMI

VersionYearMax bandwidthHeadline capabilityNotable additions
1.4200910.2 Gbit/s (3× TMDS)4K@30Hz, 1080p@120Hz3D, ARC, Micro/Mini connectors
2.0201318 Gbit/s4K@60Hz 4:4:4HDR (2.0a), up to 32 audio channels
2.1201748 Gbit/s (FRL, replaces TMDS)8K@60Hz, 4K@120HzVRR, eARC, ALLM, Display Stream Compression

The cable is not automatically the generation number on the box. Full HDMI 2.1 bandwidth needs a cable certified Ultra High Speed — an older "high speed" cable will physically fit and often still show an image, just not at the resolution/refresh the source can produce. Pinout on the media reference. Per the HDMI Specification (HDMI Licensing Administrator).

Display signal versions — DisplayPort

VersionYearMax raw bandwidthHeadline capabilityNotable additions
1.2201021.6 Gbit/s (HBR2)4K@60HzMulti-Stream Transport — daisy-chain several monitors off one port
1.4201632.4 Gbit/s (HBR3)8K@60Hz with compressionDisplay Stream Compression 1.2, HDR10 metadata
2.0 / 2.12019 / 2022up to 80 Gbit/s (UHBR20)up to 16K with compressionUHBR rates shared with USB4/Thunderbolt 4 over USB-C

Same story as HDMI: the UHBR rates need a cable certified for that data rate (DP40/DP80), not just a DisplayPort-shaped connector. Per the VESA DisplayPort Standard.

Laser safety classes, and how projector light engines work

Laser output is classified by IEC 60825-1: Class 1 is safe under any viewing condition; Class 2 is visible light where the blink reflex is assumed to protect the eye (under 1 mW); Class 3R and 3B are hazardous to look into directly; Class 4 is hazardous to eyes and skin and a fire risk, and is what most entertainment show lasers actually are — which is why show-laser operation typically requires a laser safety officer, a controlled beam path, and (in many jurisdictions) separate authorisation for audience scanning. Laser projectors — the video kind — are classified separately by IEC/EN 62471 into Risk Groups (RG1/RG2/RG3) measured at the output aperture, because a projector's internal laser diodes can be far higher powered than the beam that actually reaches an eye at normal viewing distance.

Inside the projector, two separate design choices get conflated under "laser projector" — the light source, and how colour gets split. They combine either way (laser-phosphor 3-chip DLP is common in large-venue rental gear):

Single-chip DLP

Lamp / LED
→
Colour wheel
→
1 DMD chip
→
Lens

Colour is sequential — the wheel spins fast enough that the eye fuses R/G/B into one image. Cheapest, most compact; some viewers see a "rainbow effect" artifact on fast eye movement.

3-chip DLP

Lamp / laser
→
Prism splits R/G/B
→
3 DMD chips
→
Prism recombines
→
Lens

A dichroic/TIR prism splits light into red/green/blue paths hitting their own chip simultaneously. No colour wheel, no rainbow artifact, much higher brightness ceiling — the standard for large-venue and rental-and-staging projection.

Laser phosphor

Blue laser
→
Phosphor wheel
→
Filter / split RGB
→
DMD(s)
→
Lens

A blue laser excites a spinning phosphor wheel to generate broad-spectrum light, which is then filtered/split into RGB. Bright and long-lived without a lamp, cheaper than full RGB laser.

Direct RGB laser

R/G/B laser banks
→
Combine
→
DMD(s)
→
Lens

Separate red/green/blue laser banks, no phosphor conversion step. Widest colour gamut, no wheel of any kind — premium high-end projection.

"Laser" and "3-chip" describe two different things — a projector's light source and how it splits colour — not one spec. Per IEC 60825-1 and IEC/EN 62471.

XR / VR / AR — what integrating them into a show actually needs

VR is fully synthetic (the audience or performer sees only rendered content); AR overlays rendered content on the real world; MR (mixed reality) blends the two with real-world tracking and occlusion so virtual and physical objects can interact convincingly — XR is the umbrella term for all three, sitting along a continuum from fully real to fully virtual:

Real environmentAugmented realityAugmented virtualityVirtual environment
— mixed reality (XR) spans the middle of the continuum —

After Milgram & Kishino's reality-virtuality continuum (1994).

There is no single dedicated "XR entertainment protocol" the way DMX512 exists for lighting; live integration (often called virtual production when it drives an LED volume or a broadcast camera) is an assembly of protocols already on this site:

NeedTypically provided by
A shared clock across real and virtual systemsTimecode — LTC / MTC
Triggering and parameter control of the real-time engineOSC, sometimes MIDI
Camera or performer position tracking driving the renderDedicated tracking protocols (e.g. FreeD for camera tracking) feeding Unreal/Unity
Moving video between the render engine and the rest of the showNDI, SDI
Keeping physical lighting in sync with the virtual environmentsACN / Art-Net

That gap — no unifying standard, just a stack of adjacent ones held together by timecode and a render engine's own plugin ecosystem — is itself worth knowing before scoping an XR-integrated show: budget for integration work, not just hardware.

Missing a topic, or something here needs a correction?

Open an issue — this page is hand-authored reference content rather than data pulled from the dataset, so corrections go straight to a pull request against this file.