Adding Displays
A display is the fundamental output unit in WATCHOUT. It maps a rectangular pixel area on the stage to a physical output — a GPU connector, an SDI port, or an NDI stream — on a specific display server node. Every cue that appears on-screen is rendered through one or more displays.
Display Object Types
WATCHOUT has three distinct types of stage display objects, each designed for different use cases:
| Type | Description | Automatic Edge Blending | When to Use |
|---|---|---|---|
| Display | Represents flat display devices. Can also handle curved surfaces managed by the Warp feature. | Yes — overlapping displays on the same stage tier receive automatic soft-edge blending | Flat screens, LED walls, monitors, and projectors projecting onto flat or warp-correctable curved surfaces |
| 3D Projector | Represents a projector aimed at a 3D model surface. Uses Eye/Target/Roll placement and lens parameters for projection mapping. | No — automatic edge blending is not applied. Use manual masking to manage overlapping areas. | Projecting onto complex 3D objects where the surface is represented by a 3D model in WATCHOUT |
| Virtual Display | Defines a rectangular capture area on the Stage. The rendered pixels become available as a media source (internal buffer) with no physical output. | N/A | Odd-resolution LED modules managed through an external processor, creating dynamic textures for 3D models, or re-compositing content within the show. See Virtual Displays. |
Display vs. 3D Projector: Use a Display when projecting onto a flat or gently curved surface that can be corrected with Warp geometry. Use a 3D Projector when the target surface is a complex 3D shape represented by a model — the projector frustum and calibration workflow handle the geometry mapping that warp alone cannot achieve.
Each display combines three things:
- Stage placement — where the display sits in your show layout (position, size, rotation)
- Routing — which node and output connector the display is sent to
- Signal settings — resolution, color space, color depth, output timing, and format
Output Types
A display's routing is determined by its Output Type. WATCHOUT supports four output modes:
| Output Type | Routing Target | Channel/Port |
|---|---|---|
| GPU | Physical GPU output on a display server | Numbered channel (1–65535) |
| SDI | SDI output interface | Numbered channel |
| NDI | NDI network stream | Stream identity |
| Virtual | Internal texture buffer (no physical output) | None |
GPU is the default when creating a new display. For virtual displays, see the dedicated Virtual Displays article.
Where to Add Displays
You can add displays from several places depending on your workflow:
- Stage → Add Display — adds at a default stage location
- Right-click in Stage → Add Display — adds at the clicked position, useful when building screen arrays directly on the stage
- Right-click a node in the Network/Nodes window → Add Display — adds a display already assigned to that node
New displays are automatically named in sequence (Display 1, Display 2, etc.) with a default resolution of 1920 × 1080.
If you know the target machine first, add from the Network/Nodes window — the node assignment is filled in automatically. If you are sketching stage geometry first, add from Stage.
Configuring a Display
After creation, select the display and open the Device Properties panel. Configuration is grouped into several sections.
General
- Name — a clear operator-facing label (for example
Left_LED_Wall_A) - Node / Address — the display server host that will render this output
- Enabled — controls whether the output is active; new physical displays start disabled and must be enabled once routing is confirmed
- Color tag — a visual identifier used on the stage to distinguish displays at a glance
- Lock — prevents accidental edits to the display once configuration is finalized
Output and Routing
- Output Type —
GPU,SDI,NDI, orVirtual - Channel — the physical output port number (shown for GPU and SDI only)
If two displays are mapped to the same node and channel, WATCHOUT flags a resource conflict.
Dimensions
- Resolution (
width × height) — must match the real output raster of the connected display device or processor - Use as Input Resolution — when enabled (default), the display's stage size follows the output raster, so a 1920×1080 output is also 1920×1080 on stage; when disabled, the stage size can be modeled independently
Signal and Quality
These settings are available for physical output types (GPU, SDI, NDI) and should only be changed when required by the deployment:
| Setting | GPU | SDI | NDI |
|---|---|---|---|
| Color Depth (8/10/12 bpc) | ✓ | — | — |
| Color Space (sRGB, Rec. 709, Rec. 2020, HDR PQ/HLG, etc.) | ✓ | — | — |
| SDI Link Type | — | ✓ | — |
| Interlaced | — | ✓ | ✓ |
| Max Quality | ✓ | ✓ | ✓ |
| Output Delay (0–10 frames) | ✓ | ✓ | ✓ |
| EDID | ✓ | — | — |
Warp, Mask, and White Point
All display types support post-processing:
- Warp — apply geometry correction for curved or angled surfaces
- Mask — define a custom mask shape or enable automatic soft edges for overlapping displays
- White Point (R, G, B) — fine-tune color balance per display
Placement on Stage
Set the display's position and size to match the real-world layout of your screens, projectors, or LED walls:
- Use the exact raster dimensions from the processor or projector chain
- Align displays in stage coordinates before programming cues
- Use Frame All Displays to verify overall geometry
- For repeated arrays, use Create Display Grid and then fine-tune individual positions
Verifying Outputs
Validate routing before building show content.
Test Pattern Verification
In Device Properties → Test Pattern, cycle through:
- White — confirm the expected physical screen activates
- Masked / Pattern — confirm geometry and mask alignment
- None — return to normal show rendering
Enable Render Info overlay temporarily when identifying many outputs.
Physical displays start disabled by default. You must enable a display in Device Properties before it will produce output.