I came to my second question because a friend of mine had fuzzy corners and he resolved it by decreasing the distance between his ARC and condensor.
QUOTE (Durachko @ Jun 21 2007, 06:07 PM)

My understanding is that reflector/lamp misalignment may result in a fuzzy (more than one) virtual arc and potential fuzzy projection artifacts. There are a variety of methods to ensure proper alignment of lamp and reflector most involving a "visual" approach and not simply a theoretical measured approach.
I see, misalignment of the reflector may cause a double or more projections of the arc, also called fuzzyness. Due to this, there could also be a double projection of the image/tft. I get it! Thanks.
QUOTE (Durachko @ Jun 21 2007, 06:07 PM)

The condenser is more of a device for improving vignetting and possibly gathering a bit more light than a setup without a condenser. Having that distance "wrong" or not optimal would likely just result in a less than optimal image in terms of brightness and/or vignetting.
To my understanding vignetting is another word for the proces which causes hotspot. So I guess you mean a condensor can decrease the hotspot effect. Thinking about that, I think this improvement is caused by the effect that more light is broken to the edges of the screen while this is not the case for the centre of the image.
So without condensor the centre of the fresnel is closer to the ARC so that part is brighter, which means hotspot. So if I'm correct in this understanding the condensor has nothing to do with fuzzyness, only with (even) brightness. Only the reflector can cause fuzzyness.
It sounds logical. But you never know with optics! There's always more to know

QUOTE (Durachko @ Jun 21 2007, 06:07 PM)

Edit: I think one must do the best one can given what one is working with (in terms of perfection of alignment). Once you're near the sweet spot for everything I'm sure there are diminishing returns in image quality per millimeter of additional adjustment given the components we typically work with.
I understand

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