

If ESPixelstick uses the shorter reset interval the max pixels per frame could be larger but it would also make it incompatible with newer 281x pixels.So for those following along at home, the formula is: My calculations are based on the longer reset interval. Mr Merrik/sporadic/forkineye what does the ESPixelstick use for frame reset interval? The old 2811 spec was 50uS frame reset but World Semi recently revised it for newer 281x chips to be 300uS frame reset. When the revised timing for the new 281x chips came out earlier this year, I did the math for several common rates and keep it bookmarked. If ESPixelstick uses the shorter reset interval the max pixels per frame could be larger but it would also make it incompatible with newer 281x pixels. īased on 800Khz clock for WS281x and 300uS reset for the new 2813 (and revised 2811)ġ0fps = 100ms = 3323 pixels per frame max I always forget the actual number every time this conversation comes up, but if i recall last time i did the math it's in the 800 pixel range for 50ms sequence timing.Yeah, me too. The 48LSD is controlling dumb RGB pixels. It's like I am going from the dark ages to modern times since I have only had on/off control with AC Incandescent strings until this year when I added a couple renards (SS24, 48LSD). I could put connectors in the middle but that would just increase the cost.
#Es pixelstick distance to first pixel plus
Individually they would be 71' long rather than 284' long plus the interconnect cables. In fact I could do the all the driveway lights on a single controller and the garage on another but that would be a wiring/storage nightmare because they would all have to be connected into one long string. I should be able to put one ESPixel Pop on each complete pixel string and stay under the 680 pixels with my example above. I personally use a 25ms show rate as 50ms looks choppy to me on may faster effects.Thanks that makes sense. If you really want to get crazy, you can edit the code, remove the limit - however the refresh rates would be VERY slow and it'd probably look like crap. The most I've ever tested with is 720 pixels, but I've had reports from other users running more than that. It's advertised as 4 universes / 680 pixels as that's roughly the max for a 25ms show rate. There's a hard limit set for 8 universes / 1360 pixels and that takes 40.85ms to generate for ws2811 pixels. Just trying to understand all this new stuff and how it would be hooked up. I agree not to put all my eggs in one basket. So if that limit still is wide open on an ESPixelStick, you could keep going past the 680 until you either run out of memory in the ESP or it's too slow for your liking.Thanks that makes sense now. I always forget the actual number every time this conversation comes up, but if i recall last time i did the math it's in the 800 pixel range for 50ms sequence timing which is why 680 is often used as a reasonable limit. That's putting too many eggs into a single basket for my liking. Personally i don't like the idea of that many pixels on a single controller. A few have something under 2 universes worth on them. Most of mine only have a handful of channels in use. At least there wasn't in previous versions, but there may be a hard limit now in 3.0. I don't think there's a hard limit on the number of channels an ESPixelStick supports. If you have two things that are 10 inches long and you add them together, you get 20 inches which is equal to 1 foot 8 inches. You could actually drive 682 pixels with just under 4 universes. You need 4 universes It would use all 512 channels of the first 3 universes, and 504 channels of the 4th universe.

So for your example, You would have a string of pixels that takes 2040 channels. Then divide by 512 to figure out how many universes it takes to send that many channels. No, you're thinking of it as if pixels are tied to universes.
