The System
A display built to a cinema specification usually does one thing. This one meets the standard the studios set, and everything a home cinema actually asks for — in a single system, from a single team.
Reference Standard
Digital Cinema Initiatives is the specification that governs how films are shown in commercial theaters. Meeting it is the hard part. Meeting it without giving up everything else is the rare part.
A display built to DCI is normally a theatrical instrument. It takes a feed from a cinema server, it shows the film, and that is the whole job. Ask it to switch to a games console, run four sources at once, or hold a photograph on the wall all afternoon, and it has no answer — because it was never asked to have one.
A Quantum wall is DCI-compliant and a complete HDMI home cinema in the same package. The theatrical standard governs how the picture is reproduced. Everything else on this page is what the same wall does the rest of the time.
DCI defines picture in nits — a measure of light coming off the screen — and sets three levels for delivery.
| Tier | Basis | Level |
|---|---|---|
| SDR — standard dynamic range | 2.6 gamma | 48 nits |
| EDR — extended dynamic range | PQ | 108 nits |
| HDR — high dynamic range | PQ | 300 nits, full field |
| A Quantum wall | Peak output | 1,500 nits |
The top tier is where projection runs out. Three hundred nits across the entire screen, not in a small highlight, is beyond what a lamp and a lens can hold — which is why cinema HDR in practice means a micro-LED wall.
Light is half of the specification. The other half is DCI-P3 — the colour space films are graded in, and the one that decides whether a red is the red the colorist chose. Most large displays reach 90 to 95 per cent of it, which is close enough to look convincing until you put it beside the reference.
A Quantum wall covers full DCI-P3. Not most of the films' colour. All of it.
Construction
A Quantum wall is not a panel that comes in sizes. It is assembled on site from modular LED cabinets, tiled into one uninterrupted surface.
Each full cabinet measures 23.622 by 13.287 inches — 600 by 337.5 millimetres. Half-width cabinets measure 11.811 inches across at the same height. The number of cabinets across and tall sets both the size of the wall and its proportion.
Half-widths matter more than they sound. They cut the smallest step in width from about one foot eleven inches to 11.8 inches — so a wall lands within a foot of any target instead of within two. On a wall being fitted between two structural elements, that is usually the difference between fitting and compromising.
Proportion
Most large displays come in one shape. Some offer a wider one. A Quantum wall is built to the proportion the room calls for.
Sixteen by nine is a broadcast convention, not an architectural one. Film is wider. A gallery wall is wider still. And a stair hall, an entry, or a piece of vertical art wants a wall that is taller than it is wide — a shape almost nothing else is available in.
Because the wall is assembled from cabinets, the proportion is simply a choice: how many across, how many tall. Half-widths refine it further. Nothing is cropped to fit a fixed frame, and nothing is ordered from a list of presets.
Common configurations land where rooms tend to want them — a five-by-five reads as a familiar 16:9, a sixth column takes it past two to one, and a half-width column beyond that lands close to scope. There is no fixed catalogue and no upper limit; where a room calls for a single column or a single row, that is buildable too.
Auto Aspect Ratio
The wall can be built to any shape. What arrives at it is another matter — film has never settled on one, and a serious collection will move between eight of them in an evening.
A studio picks the frame that suits the picture, and it has been that way since the 1950s. A fixed screen can only ever be right for one of them; everything else is cropped, stretched, or surrounded by grey.
A Quantum wall reads the incoming format and resizes the image to it. The wall below is ten cabinets by eight, which makes it 2.21:1 — a proportion that sits deliberately between the common formats so that some fill it, some inset, and none is the odd one out.
When the picture does not fill the wall, the unused area is not dimmed or greyed — the LEDs are simply off, which is the blackest a display can be. Against a dark surround there is nothing to give the edge away: no grey band, no visible seam, no bright frame around the picture. The image appears to float on the wall.
This is Virtual Masking, and it does mechanically what older cinemas needed motorised fabric panels to achieve. It is at its most striking against a black fabric front wall — the build described as Method Four — where the masked area and the wall are the same black and the boundary disappears altogether.
Mounting
The full assembly is three and a half inches deep — a two-inch display on a one-and-a-half inch mount. What happens to those three and a half inches is an architectural decision.
Mounted to a finished wall, the assembly stands three and a half inches proud, finished with a perimeter trim. Cut a shallow pocket and the mount disappears into it, leaving two inches. Cut the full depth and the surface sits flush, like inset art. Cut two and a half and add a one-inch fabric track, and the wall closes over a full front speaker stage.
The pocket is cut slightly smaller than the display on every side, so the display's own edge covers the opening. Only one inch of clearance around the display is needed — there is no ventilation gap to design around, because there is no heat to vent.
Pixel Pitch
Pixel pitch is the distance between one LED and the next. It sets how close a viewer can sit before the picture stops being a picture and starts being a grid.
The industry works to a rule of thumb: the pitch in millimetres is roughly the viewing distance in feet. A 0.9 millimetre wall wants nine feet. A 1.2 millimetre wall wants twelve.
That rule is not really about pixels. It is about everything else — the seams between panels, the shift in colour when you look from an angle, the small inconsistencies a wall reveals before its pixel structure ever does. Those are what push a viewer back.
Quantum calibrates every wall on site, panel by panel, and those artefacts are what the calibration removes. What is left is the pixel grid itself, and the grid lets you sit closer.
Read that again: a Quantum wall at 1.2 millimetres begins where the industry puts 0.9. And because a wall large enough to be worth building is usually watched from more than ten feet, the 1.2 is the right specification for most rooms — not a compromise, but the pitch the seating plan actually calls for. Specifying 0.9 for a twelve-foot seat buys resolution nobody is close enough to see.
Surface
Most large displays are glossy. In a room with windows, that means the room is in the picture.
A Quantum wall is finished ultra-matte. No mirror reflection, no glare, none of the warped sheen across the front of a television. Light falls on it the way it falls on a canvas.
The finish does something less obvious as well. On a glossy wall, the seams between panels catch light differently from the panels themselves — so in a lit room the grid shows up even when the pixels do not. A matte surface has no such tell. The wall reads as one surface in daylight, which is the whole premise of putting it in a room with glass.
Brightness & Heat
Brightness usually costs heat, and heat is what stops a display being built into anything.
A Quantum wall reaches 1,500 nits peak while drawing 90 watts per cabinet at maximum and about 45 watts in normal use — roughly 444 and 222 watts per square metre. Comparable walls of the same pitch draw between 495 and 766 watts per square metre at maximum, and reach between 600 and 780 nits doing it. Measured as light per watt, a Quantum wall is about three times as efficient.
The cabinet itself is the heat sink. Rather than concentrating heat at a few points and venting it, the structure spreads it across the whole back surface, and the LED panels shed their own heat forward. Evenly dispersed heat is cool heat, and cool heat is what lets the wall sit inside a tight pocket with an inch of clearance and no ventilation strategy.
Every one of those DCI figures assumes a dark room. Forty-eight nits is a number that only makes sense with the lights off and the walls black — it was set for a commercial cinema, against projector technology. Consumer grades assume something a little more forgiving: a living room, dim or moderately lit. Neither assumes a wall of glass at two in the afternoon.
Ambient light does not dim a display. It raises the floor. Light falling on the surface lifts the blacks, and as the blacks come up the contrast the colorist built collapses — the picture goes flat long before it looks dark. The answer is to raise the whole image to meet the room, which takes headroom above the mastering reference.
That is what fifteen hundred nits is for. Not to make a three hundred nit master brighter for its own sake, but so the same wall can sit at reference in a blacked-out theater at night and lift to hold its contrast in a room full of daylight — and read correctly in both. A projector has no headroom to answer with, which is why the room has always had to be darkened around it.
Inputs
Every source plugs into the Quantum system. The system does the switching, and the switching is instant.
A Quantum wall is configured with the inputs the room needs — enough for every source in a serious room to stay connected at once, with nothing rerouted behind the rack. Switching between them is handled inside the system, which is why it is quick and clean rather than a sequence of handshakes.
Over HDMI 2.1, the system accepts 4K at 120Hz, 4K at 144Hz, and true 8K, natively — in and out, with no conversion in between. Most large displays accept 4K at 60. An HDMI audio output feeds the audio processor, so sound leaves the system on its own path.
Film runs at 24 frames a second and has since sound arrived. A panel locked to 60Hz cannot show that evenly — 60 divided by 24 is two and a half — so frames are held alternately for three refreshes and two. Every other frame lingers 17 milliseconds longer than the one before it. That unevenness is judder, and once seen in a slow pan it is difficult to stop seeing.
A Quantum wall runs at 120, and 120 divides evenly by all three of the rates that matter: 24 by five, 30 by four, 60 by two. Every frame is held for exactly the same length of time.
Reaching 120 is not the whole question, though. It matters how a display gets there. The common approach is interpolation — inventing the frames in between, guessing at pictures the camera never took. It is what produces the video-shot look sometimes called the soap-opera effect, and it fails hardest exactly where it is asked to work hardest, breaking apart in fast motion where the guesses get least reliable. The studios object to it for the obvious reason: it is not what was shot.
A Quantum wall does not interpolate. A frame at 24 is shown five times, unchanged, and a frame at 60 twice. Nothing is invented and nothing is stretched. The picture that reaches the wall is the picture that left the grading suite.
Very little is mastered in 8K yet, and a wall built at 8K should not be waiting for it. 8K Dynamic Scaling takes any source between 4K and 8K and scales it to the wall's native resolution — using processing developed for post-production rather than the simple upscaling built into a television.
Multi-Image
The wall is large enough to hold more than one thing at a time, so it does.
Four feeds at once — any size, any position
Multi-image processing starts at four simultaneous windows and expands from there. Each window can be any size and positioned anywhere on the wall — not dropped into a fixed quadrant. Windows are layered, so one can sit over another as a picture-in-picture overlay rather than beside it.
Layouts are pre-configured as presets and recalled from the control system, so a room can move from one arrangement to another as a single command.
Gaming
Film runs at 24 frames a second. Broadcast runs at 60. Games run at 120 and 144 — and for now, they are the only thing that does.
High frame rate is quoted often and delivered rarely, because the number that matters is on the input. A panel can refresh at 144Hz and still cap at 4K/60 coming in — which means high frame rate at reduced resolution, not at 4K.
A Quantum wall accepts 24, 60, 120 and 144 frames a second — all of them at 4K, natively, over HDMI 2.1. A console drives the wall directly, at full resolution and full frame rate, over one cable.
One Complete System
Everything on this page arrives as one system, installed and calibrated by the people who built it.
The wall, the processing, the switching, the mounting hardware, the installation and the calibration are Quantum's. So is what happens afterward: a dedicated on-site machine gives Quantum secure remote access, so support never waits on a site visit.
Quantum works as part of the integrator's team. Control, sources and the rest of the system remain where they belong — with the dealer who designed the room.
One wall. One system. One team.