In-Depth Review

XGIMI Titan Noir Max — In-Depth Review

Unboxing, build quality, lens, DBLE, and full brightness & contrast measurements for the XGIMI Titan Noir Max.

Right now is an interesting time for DLP projectors — lasers keep getting more powerful, controllers faster, manufacturers are finally paying serious attention to contrast. Into this comes XGIMI’s new flagship, stacking almost every current technology into one chassis.

Start with the core. The 0.47‑inch DMD is built on TI’s SST platform — an updated micromirror architecture optimised specifically for laser illumination, with higher pixel density and better heat dissipation. Driving it is the DLPC8455 controller, currently the most powerful single-chip controller in TI’s lineup, which enables sub-1ms latency in certain modes and introduces a rolling-buffer architecture that draws the image line by line — fundamentally changing how motion behaves.

The feature with no real equivalent in consumer projectors in this class: a dedicated FPGA co-processor. The X-Vision chip is not an off-the-shelf video processor — it’s a programmable logic array that can, in principle, be taught almost anything: Lumagen-grade per-frame tone mapping, fine-grained per-scene iris and laser control, custom sharpening like Darbee, per-zone gamma adjustment. Whether any of this actually gets used depends entirely on XGIMI’s software ambitions, but the hardware is already inside every TNM.

The optics are equally serious. A 15‑element all‑glass lens with multi‑layer anti‑reflective coatings, a 0.98–2.0:1 throw range (widest in its class), both vertical and horizontal lens shift that — even at half the brochure figures — still outpaces every direct competitor. Lens memory, rare on DLP projectors, is included. Contrast is handled by a dual-iris system: one static iris after the laser, one dynamic iris in the lens. DBLE (Dynamic Black Level Enhancement) handles the laser dimming.

The Titan Noir line spans three tiers — base, Pro, and Max — all on the same dual-iris platform, scaling from 30 to 50 RGB laser diodes. The Max is rated at 7,000 ISO lumens. HDR covers HDR10, HDR10+, Dolby Vision, and IMAX Enhanced. Gaming: VRR, ALLM, 1080p/240 Hz at 1ms input lag. 4K/120 is accepted on input but output at 4K/60 — a ceiling imposed by the current single-controller architecture, shared by every projector in this class.

On the spec sheet, a genuinely unique projector. In this review, we’ll find out how much of that engineering shows up in real performance — and what the firmware still needs to catch up on.

The Outer Box

The projector arrived in a double-layered cardboard box with a custom foam insert — zero movement inside, everything sits dead still. The total shipping weight is substantial and you immediately feel that something serious is inside. The shipper marked the gross weight at 19.3 kg, but my own scale showed 17.5 kg. The box measures 43×50×59 cm. For reference, the projector’s net weight is around 8 kg and the chassis itself is 38×25×29 cm (W×D×H with feet). That leaves roughly 9.5 kg for the box, case and accessories.

The Carry Case

Inside the box sits a black leather-style carry case with a soft-touch fabric exterior, metal latches, and a solid handle.

Carry case is a Max-only inclusion — the Pro and base models ship in standard foam packaging. It's part of what separates the flagship in the lineup.

The interior is precision-cut rigid foam. The projector sits in a custom-molded recess, and there’s a separate compartment on the bottom for accessories. If you ever need to transport the TNM, this case will survive pretty much anything. “It’ll get to the Moon” is not an exaggeration.

Design & Build

Now the main unit. Lifting the TNM out of the case, the first thing that hits you is the build quality. This is a serious piece of kit. The chassis is a silver-gray color, built in a way that makes it look like a single solid-cast piece — no visible seams between components. Even the rear I/O panel is integrated into the overall aesthetic, with no cheap plastic sticking out. Fit and finish are monolithic: no creaks, no flex, no rattles under torsion. For an 8 kg unit, it feels dense. The lens is protected by a sticker during shipping, which is a small but crucial detail.

Let’s talk about the design philosophy. I genuinely like what XGIMI has done here. Instead of the awful gimbal-foot designs or overly gamer aesthetics on so many Chinese projectors, the TNM is minimalist, serious, and functional — it looks like professional cinema equipment, not a toy. The Valerion Max, for instance, tried to feel premium. The TNM actually feels like it costs every dollar of its price. Given that the entire Titan Noir lineup shares the same platform and build quality, this is a serious step forward for the whole segment and a new benchmark for competitors.

The Feet

The TNM uses four tubular metal legs with rubber pads, and this is probably my favorite design decision. Instead of the awful motorized gimbals that make projectors look like robot vacuum cleaners, the TNM has four massive cylindrical feet. These are threaded and allow you to adjust the angle to the desired position.

Airflow & Controls — Read This

Here’s where you need to read carefully. On a shelf you have to use the feet, as the TNM vents hot air downward. Without them, the projector simply can’t breathe properly. This significantly increases the total installed height. The same scheme was used on the original Titan, and XGIMI carried it over to the TitanNoir.

Ceiling mounting: the exhaust will point upward. If you strap the power brick directly to the projector (it's external and massive), it will get cooked from below by the TNM's hot air output. Mount the power supply separately, at a distance — otherwise you're shortening the lifespan of both devices.

And here’s something critical. There are no navigation buttons on the projector itself — just a hard power switch on the back. If you lose the remote, you can turn the unit off and on, but you cannot change inputs or open menus. Set up HDMI CEC from your player or keep a universal remote handy. Don’t learn this the hard way.

Accessories Box

The accessories box contains the power brick, manual and warranty card, a cable, and the remote. The 360W power brick is substantial — one of the largest I’ve seen on a modern DLP. For ceiling mounting, this is a real problem: hiding this beast won’t be easy, and it runs quite hot itself. Cable from PSU to projector: 1.22 m. Cable from wall to PSU: 1.39 m.

The Remote

The remote is made of aluminum, feels heavy and solid in the hand — not a plastic toy. The brushed metal finish adds a premium touch. Button tactile feedback is pleasant, clicks are crisp. My one gripe: the backlight only illuminates a few core keys; the rest stay dark. I honestly don’t understand why manufacturers can’t just backlight the entire thing — Valerion had the exact same issue. Still, the overall feel in the hand is excellent.

First Light: Brightness at 250 Inches

I couldn’t resist throwing a quick image onto a bare wall at roughly 250 inches.

250-inch image on a bare wall
A quick ~250" throw onto a bare wall — no screen, just to gauge raw output.

The brightness is real. This kind of light output at laser 10+ genuinely opens up practical use cases: backyard movie nights, outdoor viewing at dusk, or commercial/event installations (bars, lofts, event spaces). For non-critical ambient viewing, you could run a massive screen without issues.

The size + brightness + quietness combination here is hard to overstate. And notably, it achieves this without water cooling like the Dangbei S7 uses — purely air-cooled. Insane.


The Lens

If you’re buying this version of the projector for the lens alone, you might not be wrong. Let’s dive in.

The TNM uses a high-end 15-element all-glass X-Master Red Ring Lens PRO with the signature red ring. The key upgrade is the throw ratio: 0.98 to 2.0× (extended to 2.1× with firmware 1.0.99). This is a genuine full-range zoom. For once, you don’t need to buy a separate long-throw lens or rule out this projector because your room is longer than a closet. Finally, manufacturers remembered that home theater enthusiasts with normal rooms exist.

X-Master Red Ring Lens PRO is exclusive for the Pro and Max variants — the base model gets a simpler lens in terms of glass quality and coatings

Lens shift is also available on both horizontal and vertical axes, which makes installation dramatically more flexible. The front element is covered by a protective glass plate with the IMAX Enhanced logo in gold (the Pro version gets a silver logo). Below the lens there are sensors for automatic focus, ambient light detection for auto-brightness, and a human presence sensor that dims the laser if someone walks in front of the beam. All of these can be turned off in the menu.

XGIMI claims the optical block is sealed against dust. If true, the contrast numbers should stay stable over time, with no slow degradation from dust creeping onto the panels — a known killer on older DLP and LCOS designs.

One more important hardware note: the TNM uses a dual iris setup. This isn’t marketing fluff. The Dangbei S7 already proved how effective this can be for contrast, and it’s great to see the approach adopted here. There are some important interactions between the two irises, zoom position, and lens shift that I’ll cover in the measurements section.

Lens Memory

The long‑awaited lens memory function arrived with beta firmware 1.2.36. For owners of CinemaScope screens and anamorphic lenses, this is a genuinely useful addition that makes switching between aspect ratios a practical, one‑button operation rather than a tedious manual recalibration. Even users with standard 16:9 screens will find value here: it effectively eliminates black bars without cropping the picture.

The implementation currently has two limitations worth noting. Focus position is not saved as part of the lens memory profile. After switching to a stored lens position, the projector triggers its autofocus routine, which requires manual correction more often than not. The autofocus result is not always reliable, so you will likely find yourself fine‑tuning focus by hand after every memory recall. The other issue is positional accuracy. The lens does not return to the exact same spot with pixel‑level precision; there is a small but visible drift between recalls. For a function that is all about repeatability, this needs tightening up.

Both of these are firmware‑correctable, and given how actively XGIMI has been iterating on the software, I expect refinements in future updates. Once the focus recall and positional accuracy are locked in, lens memory will be a genuinely polished feature. For now, it is functional and useful, just not as precise as it needs to be.

Distortion & Lens Shift

I tested the lens with a laser level against the screen edge. Even at maximum shift and minimum zoom, the lines stayed dead straight. No barrel distortion, no waviness, nothing like what we’ve seen from some competitors. There’s a very minor deviation near the center of the image, but it’s negligible. Geometry is solid.

Measured lens shift falls short of the advertised range — the actual shift came in at roughly half the advertised spec: 65% of the horizontal and about 25% of the vertical. The vertical number is particularly conservative because the mechanism appears to prioritize optical centering over extreme offset. Even so, this is still substantially more shift than any direct competitor provides, and it makes installation in real rooms far more forgiving than fixed-throw alternatives. Just don’t plan your mount location using the brochure figures alone.

One usability gripe: the zoom and shift adjustments use steps that are too large. Sometimes it’s hard to nail the sweet spot with such coarse control. XGIMI has indicated in community feedback that finer steps are being considered for a future firmware update. Also, there’s some light spilling from the lens onto the floor and ceiling. If you have a light-coloured ceiling and the projector is mounted fairly close, the scattered light can subtly lift the room’s ambient level in very dark scenes. Not a deal-breaker, but worth mentioning.

Zoom Range: Firmware 1.0.99

The maximum zoom has been extended from 2.0× to 2.1× on the latest firmware. But there’s a bug: sometimes I could dial in 2.1× without issue, and other times the on-screen indicator would reach 2.1× but the lens wouldn’t move, then the menu would snap back to 2.0× on its own. Inconsistent behaviour, likely a firmware-related bug. The built-in test pattern for zoom and focus is well designed, though I personally would have chosen a slightly different pattern for critical focus adjustments.

XPR-Shift & Screen-Door Effect

Despite the newer SST chip and revised controller, the XPR-Shift mechanism still operates at only 240 Hz — the same cadence as older projectors like the Valerion Max. The screen-door effect is consequently at the same level. If anything it’s marginally more noticeable here, because the TNM is significantly brighter and the lens resolves more detail. Hopefully XGIMI can push the shift frequency higher in a future firmware.

Sharpness & Optical Resolution

Lens sharpness is excellent — among the best I’ve seen in this category. No significant chromatic aberrations either; the image is very clean in that regard. On a line-intersection test pattern it resolves nearly the full 4K raster. Not quite pixel-perfect, but very close. In Game Mode, the QBF pattern looks razor-sharp. However, the 240 Hz XPR cycle means that with fast eye movement, you can briefly catch a drop in perceived resolution. I’m hoping the frequency can be increased via firmware, but that may be a hardware limitation.

Critical issue: forced sharpening is active even with the sharpness slider at 0. It adds halos around fine details, causes shimmering on some test patterns, and introduces visible blooming around small bright objects. A reference display shouldn't apply hidden processing. Hopefully XGIMI can fix this in a future update.

White Field Uniformity

My beta sample has some uniformity issues out of the box. The left edge leans pink, and the upper right corner has a greenish cast. It’s visible on a white field without squinting.

But uniformity is heavily dependent on zoom position, lens shift, iris setting, and even warm-up. The worst uniformity on my unit is at the extreme max zoom end (2.1× zoom). At around 1.3× zoom with a small amount of horizontal lens shift, the uniformity cleans up dramatically and becomes nearly perfect.

Good uniformity at my zoom/iris combination (a little bit green in the right upper corner)
Practical takeaway: if you have some flexibility in projector placement, experiment. Move it around, try different zoom and shift combinations. You might be able to dial out most of the tint without waiting for a software fix.

Laser Speckle

Speckle is present, as with any triple-laser projector. On a standard white screen it’s visible in bright areas if you look for it. On my ALR screen it’s more apparent, since ALR surfaces exaggerate the angular reflectivity. I’ve installed an anti-speckle vibration motor on the screen frame, which helps significantly, and I’m testing bass shakers at different frequencies. At normal viewing distances with content playing, it’s not a dealbreaker, but it’s there if you’re sensitive. The speckle level is similar to my previous Valerion Max, though the TNM’s higher brightness can make it slightly more noticeable in bright modes.

If you want to eliminate speckle entirely, the right screen choice is the most reliable solution. Acoustically transparent screens in particular do an excellent job of breaking up the speckle pattern — with the right material you can get a completely clean image. That said, it’s more of a dedicated home theater option: AT screens require speakers behind the screen and a properly treated room to make the most of it.


Brightness & Contrast Measurements

What follows is a detailed breakdown of the Titan Noir Max’s brightness and contrast behaviour across its entire zoom and iris range. All measurements were taken with a calibrated lux meter (NIST-certified), mounted on a tripod. To minimize stray reflections, I used a velvet tube — velvet both inside and outside. The sensor was always fully illuminated, and the angle was chosen so no shadows fell inside the tube. Black level never dropped below 2 lux even in the darkest, most aggressive modes, and was usually well above that. Unless stated otherwise, the projector was set to ISF Night / D65 or Movie. All readings were taken within 90 seconds of pattern display to avoid laser throttle effects.

Laser Throttling

On a sustained full-white field, the TNM starts reducing brightness after about 2 minutes. It continues to decay until roughly the 15-minute mark, then stabilizes. I measured a drop from 400 lux to 350 lux — about 12.5%. This is invisible with real content, but it means the 90-second measurement protocol is essential for consistent data.

Brightness by Zoom & Iris

Brightness was measured using a 9‑point pattern, averaging the results for each zoom/iris combination. As for brightness uniformity: the upper right corner was always slightly dimmer than the rest of the screen, but not critically so. The left side was almost always uniform.

The TNM offers multiple brightness modes that trade output for color accuracy. Here’s how they behave in practice.

Performance Mode is essentially an overdrive benchmark setting. It pushes output beyond the official spec, but the image turns heavily green and color accuracy collapses completely. The fan noise becomes intrusive — clearly not intended for actual viewing. It exists to win the lumen race on paper. The upside? The fact that the power supply and cooling were engineered to survive this mode means normal operation at Laser 10 is completely unstressed. That likely explains the near-silent operation even at maximum sustainable brightness.

Laser 10+ pushes the laser to maximum while trying to keep the color balance within tolerable limits. Brightness is almost the same as the base TITAN at this laser level. I wouldn’t call it accurate — colors shift noticeably, and the gamut drops below Rec.709. But it has practical uses: backyard movie nights, presentations, bars, ambient viewing. If accuracy doesn’t matter and you need every last lumen, it’s usable.

Laser 10 is the maximum brightness in standard mode. The brightness is adjustable, though not at every iris setting.

Important: all brightness measurements were taken with the lens centered. Using lens shift can reduce brightness by 3–10%.

Brightness was sampled with a 9‑point average across all whole‑number zoom steps and every available iris position (F2, F3, F4, F5.5, F7, Dynamic). The full dataset is summarised in the graph and the table below.

First, the 2.1× max zoom (wide-angle) position is an outlier. At this zoom, stepping down the iris produces a much steeper reduction in light output than at any other throw ratio. F5.5 and F7.0 at 2.1× are the dimmest settings in the entire matrix — nearly 30% below the same apertures at 2.0×. The most plausible explanation is that at 2.1×, both the post-laser and lens irises are in their fully closed positions to maintain contrast. The result is a very dark, very high‑contrast mode that comes with its own set of uniformity penalties (more on that later). Other zoom positions show a more uniform, gradual brightness reduction as expected.

Second, a distinct brightness spike appears between 1.2× and 1.3× zoom. At this throw ratio, the iris combination suddenly lets through more light — up to 10–15% more than at adjacent zoom positions for the same F‑stop. This is not a gradual trend; it’s a sharp local maximum. As we’ll see in the contrast section, this spike coincides with a significant drop in native contrast, and it points to a transition point in the dual‑iris control algorithm.

Third, the iris itself is remarkably efficient at managing light. The jump from F2.0 to F4.0 cuts lumens by roughly 30%, and F5.5 roughly halves the F4.0 output, all while contrast climbs dramatically. The dynamic iris sits in a brightness band comparable to F3.0F4.0 but never reaches the full output of F2.0 — the post‑laser iris appears to remain partially closed at all times, capping the maximum possible luminance in dynamic mode.

Key summary:

Performance mode, F2≈ 7,600 lm (peak ceiling)
ISF Night / Laser 10, F2≈ 4,100 lm (reference baseline)
ISF Night, F4 @ 1.5×≈ 2,700 lm · 4,579:1 native
ISF Night, F7 @ 2.1×≈ 700 lm · 8,650:1 native

Native Contrast (On/Off)

Native contrast was measured at every zoom and iris combination. The results paint a picture of a projector that can be tuned from a bright, modest‑contrast light cannon to a genuinely high‑contrast imaging device — but not both at once.

The headline figure is 8 650:1, achieved at 2.1× zoom with the F7.0 iris. That number is in genuine high‑contrast territory for a 0.47″ DLP. However, the 2.1× position comes with the worst white uniformity of any setting — the lower left corner turned heavily green, the upper left shifted pink, and the upper right also went green, a flaw that is visible even without a test pattern. It also produces only about 620 lumens, limiting it to small screens or very dark rooms. I cannot recommend 2.1× for critical viewing despite the impressive on/off ratio; the trade‑offs in uniformity and brightness are too severe.

Ignoring the extreme wide-angle (2.1×) position, the practical contrast range across the usable zoom range is 5 000–6 500:1. That is a realistic, repeatable figure, and it places the TNM among the best in the current 0.47″ DLP field — but it’s not the 8 000–10 000:1 some early reports suggested for typical configurations.

The now‑familiar brightness spike at 1.2–1.3× zoom is accompanied by a sharp contrast dip of roughly 15–20% for the affected iris settings. This is the dual‑iris handover point. At shorter throw distances, the post‑laser iris does most of the contrast work while the lens iris stays relatively open. As you move toward the tele end, the post‑laser iris gradually opens to maintain brightness; around 1.2–1.3×, it reaches its fully open state, and the lens iris takes over as the primary contrast control. The transition creates a local maximum in brightness and a local minimum in contrast. Once the lens iris is fully in command, contrast recovers and continues to climb toward the tele end.

F7.0’s behaviour is particularly interesting: it doesn’t simply get better as you zoom in. It peaks at maximum zoom (2.1×), drops in the mid-range as the iris interplay changes, then rises again. The dual‑iris system is not a simple linear mechanism; it’s a coordinated dance that responds to both throw distance and the user’s iris setting.

One of the most practical findings is that F4.0 can, at several zoom positions, deliver the same native contrast as F5.5 while providing roughly 30% more brightness (~2 700 lm vs ~2 050 lm). For anyone trying to balance black level with screen size, this is a powerful tool — you don’t have to sacrifice as much light as the aperture numbering might suggest.

The Pareto Front: Best Combinations of Brightness and Contrast

If you plot every measured operating point on a brightness‑vs‑contrast chart, a clear “efficient frontier” emerges.

The best combinations cluster around 1.3–1.8× zoom, with F4.0 and F5.5 offering the most attractive trade‑offs. At 1.6×, F5.5 yields nearly 5127:1 contrast at just under 2000 lumens; and F4.0 gives 4568:1 at 2721 lumens.

For most users with screens in the 130–160″ range, the 1.3–1.5× zoom window with F4.0 or F5.5 will deliver the best overall experience — high contrast, good brightness, and acceptable uniformity. The telephoto F7.0 mode is best reserved for those chasing every possible point of black level on smaller screens.

ANSI Contrast

ANSI contrast was measured using the standard checkerboard pattern, both with a centred lens and with the lens shifted to its vertical extreme. The difference is stark.

As the graph shows, ANSI contrast improves with shorter zoom and with the iris closed. Classic. The worst case is centered lens + maximum zoom: 450‑490:1 depending on iris. At mid‑throw, numbers rise to 550‑600:1. At the tele end, you can reach 670‑680:1, and here the iris setting doesn’t make much difference.

With lens shift applied, the numbers climb further. Short throw: 490‑560:1. Around 1.4× zoom, ANSI contrast reliably exceeds 700:1 and hits 800:1 at F7.0. My sample peaked at 846:1 ANSI — below the 1000:1 figure that has circulated in early reports, but still among the highest in this category. Projectors with similar performance used to cost a fortune. Now we have it in an accessible device, paired with solid native contrast. I consider this a great result.

ADL Contrast Curve

Finally, I measured the full contrast curve across average display level (ADL) at three zoom positions with a shifted lens and F7.0 engaged — the maximum contrast configuration for real content.

At 1.5× zoom, the on/off contrast holds above 6 000:1, and the curve maintains more than 5 500:1 at 1% ADL before tapering toward the ANSI floor. The 1.0× curve delivers the highest ANSI value (846:1) but lower on/off contrast, while 2.0× zoom suffers a notable drop across the entire ADL range, likely due to the iris geometry at that extreme. The best results are at the far tele end — where ANSI peaks and ADL contrast benefits most from the tighter iris.

What’s important is that the TNM can sustain over 4 000:1 at 5% ADL in its best configuration — a genuinely cinematic contrast envelope that would have been unthinkable on a single‑chip DLP a few years ago.

Dynamic Iris

The TNM’s dynamic iris operates independently of DBLE. This is a deliberate design choice and a welcome one: you can engage the dynamic iris without laser dimming, or use DBLE on its own, or combine both. This separation gives the user meaningful control and stands in contrast to integrated systems like SAE on the Nexigo, where the two mechanisms are tied together with no per‑component adjustment.

At present, the dynamic iris works in a range roughly equivalent to F4.0–F5.5 when compared to the manual iris settings. However, it is notably brighter across most content than either of those static modes at a comparable on/off contrast. The reason is that the iris does not sit at a fixed position; it opens and closes continuously in response to scene brightness. The trade‑off is that the dynamic iris never opens fully — the first iris, positioned after the laser, appears to remain partially closed at all times, while the second iris in the lens handles the real‑time movement. This means you cannot achieve the projector’s maximum possible brightness with the dynamic iris active. It is a conscious limitation that prioritises contrast over raw output.

The more important consequence concerns intra‑scene contrast. When the lens iris opens during a bright scene, the intra-scene contrast drops and it drops quickly. Between 2–5% ADL, the contrast falls nearly to the level of the static F2.0 mode. So while the dynamic iris delivers on/off figures comparable to F4.0F5.5 in dark scenes, the real mixed‑brightness contrast is noticeably lower than what a truly static F4.0 or F5.5 would provide. This is not unique to the TNM — it is inherent to almost any dynamic iris that adjusts on a per‑frame basis, but it is worth understanding if you are trying to extract the maximum intra‑scene performance.

Looking ahead, a darker version of the dynamic iris would be a valuable addition. A mode that operates in the F5.5–F7.0 range would target owners of small to medium screens who prioritise contrast above all else. In such a configuration, the loss of intra‑scene contrast when the iris opens would be far less pronounced, while the brightness gain compared to running static F7.0 would still be significant. It would make the dynamic iris genuinely useful for the contrast‑focused audience. Given the hardware is already capable of that range in manual mode, the ask is purely a firmware adjustment and one that would substantially broaden the TNM’s appeal.


Dual Iris: Summary

The dual‑iris system in the TNM is the most complex contrast mechanism I’ve measured in a consumer DLP. It rewards careful setup — zoom, iris, and lens shift all interact in ways that can make the difference between a 4 000:1 and a 6 500:1 real‑world experience. The absence of a true “F6.0” intermediate step is felt; a mode that sits between F5.5 and F7.0 could maintain a high contrast baseline while adding meaningful brightness. Based on the data, F6.0 would likely land around 5500–6000:1 native with 1 500–1 800 lumens — a very attractive operating point that I hope XGIMI considers.

If I had to sum up the TNM’s contrast personality in one line: it is a native 5 000–6 500:1 projector that can, in the right configuration, touch 8 000:1, but its real strength lies in how much control it gives the user over that trade‑off. No other 0.47″ DLP I’ve tested offers this level of tunability, and for a serious setup, that matters.

Power Consumption

Power draw on the TNM is variable. It starts around 180W depending on iris position and climbs above 200W in normal use. The actual draw shifts with warm-up time, projector temperature, ambient temperature, selected mode, and whether High Altitude mode is active.

Laser levels scale cleanly and nearly linearly — from 87.8W at Laser 1 up to 214.2W at Laser 10. Each step adds roughly 12–15W. Iris position at the same laser level has surprisingly little effect: F2.0 through Dynamic all sit within a 19W window at Laser 10, with the closed F7.0 aperture actually drawing the least (202.3W). The TNM actively limits the laser power to control the thermal load on the iris mechanism and the entire optical path. Notably, F3.0 and F4.0 draw slightly more than neighbouring positions — apparently because the partially closed post-laser iris offloads work from the lens iris, allowing a bit more total power. The most power-hungry setting of all is the dynamic iris at 221.5W.

At the top end, Performance mode hits 343W and the fan becomes intrusive — this mode exists to win lumen benchmarks, not for actual viewing. The fact that the 360W power brick and cooling system were engineered to survive Performance mode means Laser 10 runs comfortably within headroom, which likely explains the near-silent operation at standard brightness.

Without DBLE, power draw is essentially flat regardless of scene brightness — a full-black field and a full-white field consume nearly the same wattage. DBLE is what enables the dynamic reduction.

With DBLE active, draw drops dramatically on dark content. A full-black field at Laser 10 draws 58–60W. Real very dark scenes — near-black with minimal highlights — hover around 78–84W. Laser 10+ with a full-black field goes down to 69W. In practice these figures translate directly into deeper black levels when DBLE engages, though as covered in the DBLE section, real content rarely sustains full engagement.

One notable pattern: after extended dark scenes, power stays suppressed even when bright content returns. The laser takes time to ramp back up, which is the same throttling mechanism that affects sustained white-field measurements.

DBLE (Dynamic Black Level Enhancement)

On the original firmware builds (1.0.56 and 1.0.99), DBLE was effectively non-functional for real content. It did almost nothing to the image, and the slightest bright object in the frame — even a cursor on an otherwise black screen — would disengage it entirely. In practice it was a test-pattern feature: impressive full-black numbers, native contrast the moment actual content appeared.

DBLE on 1.0.99 was pretty useless

The 1.2.36 beta changes that. A great deal has moved forward here, and this section evaluates that newer, far more capable version of DBLE.

Full black: phenomenal. On a fully black field the result is spectacular. The projector dumps the laser to its physical limit to stop emitting almost entirely — on/off contrast climbs past advertised 100,000:1, with a subjective effect very close to a full-field-to-black (FFTB) dynamic. The laser is barely lit, the room plunges into near-total darkness. This is the hardware showing what it can do when the firmware lets it.

Real scenes: a different story. Where DBLE actually engages on real content, the quality is excellent — minimal clipping, almost no color shift, a clean picture. Color shift does appear in rare moments, but it’s easily corrected with a dedicated setting already present in the projector’s menu — a real plus that not all implementations can claim. If you treat the current behavior as a baseline “Low” mode, the implementation is good and the feature is ready for a first public retail firmware. What it needs is work on reaction speed and, further out, more aggressive modes that aren’t afraid to manipulate gamma at higher ADL. Those would pull far more real contrast from this hardware and let DBLE work across many more scenes.

What DBLE actually responds to

DBLE does not respond to average scene luminance (ADL). It responds to a peak luminance threshold — the brightest pixel or bright region in the frame. If that peak crosses the threshold, the system disengages, regardless of how dark the rest of the image is. If the peak stays below it, the system can engage even at quite high average brightness.

This matters in practice. A very dark scene with a single bright lamp in frame — DBLE off. A moderately bright, uniformly lit scene with no highlights — DBLE on. The system’s natural territory is not “dark scenes” in the intuitive sense; it is content with a compressed, uniform brightness range and no specular peaks.

Where it shines

The textbook case is Blade Runner 2049. The film’s visual character is deliberately narrow in dynamic range — scenes are tonally compressed, passed through a distinctive grade that suppresses both highlights and shadows into a kind of uniform, filtered palette. There are no hard specular peaks, no practical light sources blazing into the camera. DBLE works on this material almost constantly, including in scenes that read as moderately bright, because the peak luminance threshold almost never trips. The result is striking: on certain sequences — wide shots of the Las Vegas ruins at dusk, interior scenes with diffuse amber light — DBLE lifts the displayed contrast to roughly twice what one of the most contrast-capable projectors on the market, the JVC NZ500, delivers on the same content. That is the upside of the gamma-boost mechanism when material suits it.

Content that blocks the system is anything with specular highlights, hard practical light sources, or a wide dynamic range. A sunlit outdoor scene, a thriller with practicals in the frame, a sci-fi shot with a bright engine exhaust against black space — the threshold trips constantly and DBLE contributes little, even when most of the image is very dark.

Measurement methodology

The effectiveness analysis was conducted by separately measuring laser dimming and highlight brightness using a lux meter, across a defined set of film scenes spanning a wide range of ADL values. Performance was assessed as a function of scene ADL — how active DBLE was, how much it dimmed, and what the resulting contrast multiplier looked like across the range. Particular attention was paid to content below 5% ADL, as this is the perceptually most sensitive zone for black level — even small improvements here have an outsized effect on the perceived image.

How the multiplier works

The contrast gain comes from two mechanisms working together: laser dimming and a dynamic gamma boost.

On real content in viewing-appropriate modes, the laser can dim by around 3.5×. But the contrast multiplier can run higher in theory than that, because gamma is doing work alongside it. DBLE uses the headroom that calibrated content leaves between the displayed white point and the laser’s physical ceiling to push highlights above their DBLE-off level — lifting the bright end rather than only lowering the dark end. The gap between black and white widens from both sides.

With the iris held static, the effective formula is:

multiplier = laser dimming × highlight compensation via gamma

This is measurable. On a 0.065% ADL scene, enabling DBLE raised the absolute brightness of highlights above the baseline — not reduced it. The lux meter read above what dimming alone would predict, confirming the gamma contribution at low ADL.

The key consequence: more aggressive gamma manipulation can yield a higher multiplier on real scenes at the same laser dimming level. That headroom is exactly what future Medium/High modes should exploit — accept some highlight clipping, manipulate gamma harder, and the projector returns far more real contrast across far more content.

Perceptually, the 5–7× range punches above its measured value. The eye evaluates contrast locally and adapts to scene luminance, so a well-behaved 5–7× dynamic system reads considerably better than raw lux ratios suggest.

Speed

Reaction speed is one of the core problems. The mechanism enters and exits dimming slowly. It behaves more like old lamp-projector dimming than a laser projector. That sluggishness has one real upside — it suppresses flicker — but the cost is that it filters out a large number of scenes where DBLE could otherwise be working.

It isn’t slow everywhere. The transition from a dark scene into a very bright one is almost instant and well-executed, with almost no clipping in those moments. The problem is the other direction: transitions into mid-brightness scenes are smooth but laggy, and the ramp into dark scenes is slow enough that brief dark moments come and go before the laser has fully responded.

Here is how that plays out in a real image. Say you’re playing a dark game, constantly swinging the camera between a black corridor and a dark room with one small bright object in it. DBLE simply won’t darken the corridor fast enough — so you sit in native contrast, watching dark grey instead of black, for much of the sequence. The bright object in the adjacent view disqualifies the frame via the luminance threshold, and the slow ramp finishes the job.

What holds it back, and what’s next

The limiting factor is architecture, not hardware: a binary, conservative engagement model with a slow ramp. Cross the luminance threshold and the system drops to zero dimming instead of rolling off gradually; sit in a dark scene and the ramp takes too long to arrive.

The fix is a firmware decision. Replace the hard cutoff with a continuous curve — dim aggressively at low luminance peaks, then reduce the dimming factor progressively as peak brightness rises instead of dropping to zero. Tighten the reaction speed so dark scenes engage promptly without reintroducing pumping. Layer Low/Medium/High modes on top, with higher modes accepting a little more highlight clipping in exchange for meaningful contrast across a wider range of content.

Summary. Firmware 1.2.36 turns DBLE from a non-functional placeholder into a genuinely working dynamic system. Full-black performance is phenomenal. Where it engages on real content — especially tonally compressed, uniform material — the result is outstanding, with minimal artifacts and a color-shift correction that’s one menu toggle away. As a first retail-ready baseline it’s a strong “Low” mode. The work that remains is speed and a smoother, more dynamic engagement model — and the hardware is comfortably capable of all of it.

Dynamic Tone Mapping (DTM)

The TNM’s onboard dynamic tone mapping is, in its current form, a genuinely effective tool for HDR content — once it has been properly dialed in. Out of the box it provides two user adjustments: screen size and screen gain. Each of these shifts a different part of the HDR luminance curve.

The default values, unfortunately, are not optimal, even when the correct diagonal and gain figures for a given screen are entered. Spending fifteen minutes experimenting with these two parameters transforms the picture. A carefully tuned DTM curve brings real punch to specular highlights, keeps shadow detail visible without grey‑out, and preserves strong colour saturation in mixed‑brightness scenes. The difference between a default‑settings DTM and a manually adjusted one is substantial, and the projector rewards the effort.

Looking ahead, the presence of the X‑Vision FPGA creates significant headroom for improvement. A custom tone‑mapping engine running on dedicated programmable logic could, in principle, offer per‑scene or even per‑frame analysis far beyond what the MediaTek SoC provides — potentially approaching the quality of external processors like Lumagen. Whether XGIMI pursues this path is an open question, but the hardware is already in place. For now, DTM on the TNM is a very capable implementation that needs a bit of user effort to unlock its full potential.

Anti-RBE

RBE (Rainbow Effect) is an inherent characteristic of single-chip DLP projectors. When the laser colour sequence transitions, some viewers can detect brief flashes of red-blue-green fringing on high-contrast edges. Anti-RBE systems suppress this by increasing the laser pulse rate and shortening the visible portion of each colour transition.

I’ve been thoroughly testing the anti-RBE implementations across three generations of firmware: the original 1.0.56, followed by 1.0.99, and now the current beta 1.2.36. Each has presented a distinct experience.

Firmware 1.0.56: The Champion of Suppression

The initial 1.0.56 firmware proved to be the most effective at RBE suppression. While it introduced noticeably heavy dithering, its ability to reduce the rainbow effect was the best I’ve seen on the TNM. The pulsation rate across all colors was approximately 12×, providing a significantly smoother visual — very close to the Valerion Max implementation.

Firmware 1.0.99: A Step Back in Effectiveness

With the update to 1.0.99, dithering became much less intrusive, but banding appeared. This came at the cost of anti-RBE effectiveness, which noticeably dropped. The pulse rate fell to , making rainbows easier to spot — similar to the pulsation rate observed on Aetherion models.

Firmware 1.2.36: Polished but Not Peak Performance

The current beta introduces a split into Standard and Enhanced modes. Standard is cleaner than 1.0.99, with even less dithering and banding, but still doesn’t match the raw suppression of 1.0.56. Enhanced, unfortunately, adds nothing meaningful in terms of RBE reduction and introduces some yellow/light-green segment artifacts when quickly moving your eyes. Standard maintains an 8× pulsation rate; Enhanced reaches 12×, though not across all colors.

The ultimate sweet spot for XGIMI would be a hybrid mode: the aggressive 12× pulse rate of 1.0.56 combined with the clean dithering and banding suppression of 1.2.36 Standard. Further tuning is absolutely necessary, especially for Enhanced mode.

One more caveat: until native 24 Hz and 23.976 Hz modes arrive — which lower the XPR-Shift frequency — we can’t fully evaluate anti-RBE effectiveness in those modes. In the Valerion Pro2/Max, the XPR-Shift frequency and laser pulsation were both lowered in 24p, highlighting another reason why further improvements are necessary.

The current Standard mode is a solid starting point for the first public retail firmware. Further tuning is necessary, especially for Enhanced.

Anti-RBE’s Acoustic Footprint

One area where the TNM genuinely impresses is its acoustic performance around the anti-RBE implementation. Unlike some previous projectors — notably the Valerion — enabling anti-RBE does not introduce a high-frequency whine or any objectionable noise.

Anti-RBE acoustic frequency spectrum — Standard, Enhanced, and Off modes

If you look closely at the real-time frequency analysis (RTA) spectrum:

Image Enhancers

I found a way to take internal screenshots directly on the TNM, which is handy. A word of warning though: a lot of artifacts don’t show up in the captures — forced hidden sharpening, banding, the pink gradient, and blocking are all far less visible or invisible in screenshots than they are on screen. So these aren’t 100% representative of what you actually see. Keep that in mind.

There are four enhancers in the menu.

Super Resolution enhances detail by sharpening edges. It’s a relatively light touch compared to the others, and I can see this being genuinely useful — especially for gaming — if it weren’t for one problem: it stacks on top of the forced hidden sharpening. Together they create an overprocessed mess. If XGIMI removes the hidden processing in a future firmware, this one could actually be worthwhile.

AI Contrast tries to add depth by boosting contrast around bright/dark transitions, with some light sharpening thrown in. The idea is solid, but it’s way too aggressive. It frequently makes the image look flatter by raising shadow detail too much, or gives it that overprocessed “cooked” look. On a Low setting this could be usable, but right now it’s all or nothing. It needs a slider or multiple levels.

Dynamic Contrast only manipulates the gamma curve of the entire image. In bright scenes it raises gamma, in dark scenes it lowers it, trying to pull out a bit more detail. Being a global adjustment, it doesn’t introduce the same kind of localized artifacts as the others, but the effect is still heavy-handed. Honestly, it’s a bit strange that in 2026 a projector at this level does dynamic gamma manipulation worse than what old Oppo players were doing years ago with QDEO processors. You’d hope this could be improved on the FPGA, though it’s possible the processing is baked into the MediaTek SoC and XGIMI can’t do much about it. Hard to say without more info.

Local Contrast has three fixed strengths — Weak, Middle, High. It also manipulates gamma, but works in a more localized way than Dynamic Contrast. It still tends to lift shadow detail too aggressively, especially on High. Same comment applies as with Dynamic Contrast: we had better gamma processing in dedicated video chips a decade ago. Weak is actually borderline usable — the one mode that doesn’t immediately make me want to turn it off.

Compare for yourself

Each scene below starts from enhancers OFF. Use the buttons to pick which enhancer to compare against, and the toggle to switch between a drag slider and hover comparison (mouse over for the enhancer, mouse away for OFF).

Bottom line: all four enhancers share the same core problem — they’re tuned too aggressively. Ideally every one of them should have a slider, or at least Low/Mid/High options, with the current behavior being the High setting. On Low, most of these could be useful. Super Resolution has the most potential, but it’s held back by the hidden sharpening. AI Contrast also has promise if they give us a way to dial it back. Local Contrast on Weak is already somewhat usable. Dynamic Contrast feels like a missed opportunity unless the FPGA can be leveraged for something better than the MediaTek default. Whether any of these are worth the artifacts they introduce will depend on the content and your personal tolerance.


Noise

The TNM is the quietest projector I’ve used at this brightness level — and, honestly, the best combination of size, light output, and silence I’ve come across. At 50 cm, the measured figures speak for themselves.

Fan and ventilation compartments inside the Titan Noir Max chassis

The acoustic performance isn’t a coincidence. Internally, the chassis is divided into several ventilated compartments, each with its own intake path. Air is pulled from multiple points and guided through a single, large exhaust on the bottom of the unit. That bottom‑exhaust layout is debatable from an installation standpoint — it forces you to use the feet and adds to the total height — but from a cooling and noise perspective it’s a very deliberate, functional choice. The airflow moves in a straight, unobstructed path, which lets the fans spin at lower RPM for the same amount of heat removal.

Two other design decisions help considerably. First, the external power supply. By moving a 360W heat source entirely outside the chassis, the internal cooling system only has to manage the laser engine and the processing electronics. Second, the entire hardware platform was engineered from the start to survive the extremes of Laser 10+ and Performance mode. Those modes push the lasers and power delivery well beyond normal operation, so the cooling headroom built in for them means that at standard Laser 10 levels the fans are barely working. There is real margin here, and that margin translates directly into low noise in everyday use.

High Altitude mode spins the fans faster to compensate for thinner air, but it does not push the projector into objectionable territory. The character of the sound changes — you can hear a shift in the fan frequency but the absolute level remains manageable and still quieter than many projectors at their default settings.

Enabling anti‑RBE does not introduce any additional acoustic penalty. There is no high‑frequency whine or change in fan behaviour tied to the RBE reduction itself; a more detailed spectral analysis is available in the Anti‑RBE section of this review.

Noise frequency spectrum — fan profile measured at 50 cm
Noise frequency spectrum — fan profile measured at 50 cm via UMIK-1.

For a bedroom installation or late‑night viewing where silence is non‑negotiable, this is the quietest projector I am aware of that can still deliver this kind of brightness. The cooling system doesn’t just work well — it was overbuilt with real headroom, and that over‑engineering pays off every time you turn it on.

Artifacts

Rolling buffer. The most significant artifact on the TNM is rolling buffer — a direct consequence of how the DLPC8455 writes pixels. Instead of updating the entire frame at once, it scans from top to bottom row by row. On static content this is invisible. On fast-moving high-contrast edges it produces a rolling-shutter-like distortion: the top of a moving edge renders differently from the bottom. This is hardware-level behaviour. It can’t be eliminated by settings. Turning off XPR-Shift doesn’t help — the artifact persists even without the shift overlay, which is unexpected. Anti-RBE partially reduces the visible effect. A firmware fix in 1080p mode is theoretically possible and XGIMI is aware of it. The practical impact is real: this is a step backward in motion quality compared to the previous DLPC generation.

Show example
Vertical rolling buffer effect (anti-RBE Off). The camera sensor exaggerates the effect noticeably; in person it's considerably less intrusive.

Pixel Wobbling (Pixel Shimmer). A localised flicker of individual pixels on static frames, most visible in certain areas of the image rather than across the whole screen. It is not global “breathing” but a fine, point‑to‑point instability, likely caused by the rolling‑buffer line‑by‑line refresh and subtle timing jitter in the DLPC8455 controller. The artefact appears where pixel transitions are most demanding and can be seen up close on sharp edges or fine patterns.

Show example

Blocking. On some motion sequences — particularly in dark or grey scenes — there’s a pattern artifact that resembles a moving grid. Visible without squinting if you know what to look for. It’s a temporal effect that doesn’t capture cleanly in screenshots, but it shows up consistently on certain content.

Static contour pattern. On solid uniform fields such as white, grey, or black — there’s a faint spatial pattern present that shouldn’t be there. Visible at closer viewing distances, particularly on grey and white. Whether this is a DMD characteristic or a processing artifact, I’m not certain yet.

Show example
Static contour pattern on a uniform field

Dithering. DLP projectors use temporal dithering to represent intermediate brightness values, and the TNM has more visible dithering than I’d like on dark backgrounds — pixel-level flickering in shadow areas. Enabling anti-RBE makes it more pronounced. This is partly a platform characteristic of 0.47-inch DLP chips, but the level here is on the higher end.

Grayscale Non‑Uniformity. On gray uniformity patterns, faint vertical stripes of green, blue, and red are visible across the screen. They are subtle and only show up on test patterns, not in actual content. 

Show example

Hidden sharpening. Sharpness slider at zero does not mean no sharpening. The TNM applies processing that adds halos around edges, causes shimmering on fine patterns, and blooms around small bright objects even at the minimum setting. In GameMode the sharpening changes character (closer to a super-resolution filter) but doesn’t disappear. This is a well-known limitation on several 0.47-inch DLP platforms. Hopefully XGIMI can expose a true off state in a future update.

Show example
Hidden sharpening — halos around edges

Black uniformity. On a full-black pattern there is a 16 vertical blocking element across the entire screen.

Show example
Black uniformity — faint vertical blocking

Posterization in HDR (DTM). When Dynamic Tone Mapping is active, some HDR content exhibits visible posterization — smooth gradients, particularly in skies or dimly lit backgrounds, break into distinct bands of colour instead of transitioning smoothly. The effect closely resembles what is seen during HDR‑to‑SDR conversion on players with Dolby VS10. It is content‑dependent and more noticeable with DTM engaged than with static HDR10, likely linked to the tone‑mapping algorithm’s limited bit‑depth processing and aggressive contrast compression. In practice, it appears only on certain challenging scenes and is not a constant distraction, but it is a noticeable artefact when it occurs. A more refined DTM curve or user‑adjustable strength could mitigate it in future firmware.

The good news: XGIMI knows about all of these problems and many of them can be addressed by firmware update. The hardware is exceptional. The lens is reference-grade. The remaining question is whether the firmware can catch up to the quality of the optics.


Gaming Performance and Motion

The hardware is there. The software isn’t. Game Mode today means locked picture controls, forced oversaturation presets, and no way to calibrate anything. XGIMI knows about it and is working on fixes — but right now it’s the weakest part of a strong machine.

Input Lag and Motion Clarity

If you try to game in any of the standard picture profiles, you are going to notice a heavy, sluggish delay: input lag sits right in the unplayable 100ms range.

However, switching to GameMode transforms the experience: average latency drops to approximately 16ms at 4K/60 and as low as 4ms at 1080p/240 Hz. The 1080p/240 Hz figure in particular places the TNM among the fastest projectors available.

The DLPC8455 controller draws pixels line by line from top to bottom. This means latency is lowest at the top of the screen (up to 1ms) and rises toward the bottom, where it is similar to older controllers. The average latency is lower overall, which is a genuine improvement, but the trade-off is the rolling buffer, and in gaming this is especially relevant. Fast camera pans with high-contrast edges (a bright object moving across a dark background, for example) can reveal the RBE-like artefacts. Whether the latency benefit outweighs the motion penalty will depend on the types of games played and individual sensitivity.

Motion in games

In terms of pure motion clarity, the TNM behaves as expected from a fast DLP. At 1080p/120 and particularly 1080p/240, the improvement in fluidity and motion resolution is immediate if the source can deliver real frames at those rates. For high-resolution gaming, 4K/60 with this reference-grade glass lens is an excellent experience, offering the sharpness and crisp detail needed for slower, cinematic titles.

The projector also accepts a 4K/120 Hz input signal, but outputs it at 4K/60 Hz by dropping every other frame (a hardware ceiling). The upside to feeding it a 120 Hz signal anyway? It shaves even more fractions of a millisecond off the overall input latency, making controls feel even tighter.

It also supports VRR and AMD FreeSync Premium in 1080p mode, which is genuinely good for competitive gamers, along with widescreen 21:9 scope gaming.

Chroma: 4:4:4 in Game Mode only

Game Mode is the only mode on the TNM that outputs full 4:4:4 chroma. All other picture profiles use chroma subsampling. The difference is most visible in fine text, UI elements, and sharp colour transitions — exactly the kind of content that fills a game interface. On a QBF sharpness pattern, the result speaks for itself.

The Main Drawbacks: Locked Profiles and Hidden Filters

The biggest frustration with GameMode right now is the complete lack of image calibration freedom. The moment you activate it, your standard picture settings are locked down. Instead, you are given a restrictive choice of uncalibrated, genre-based presets (FPS, RTS, RPG, etc.).

None of these modes are anywhere near reference color accuracy. They aggressively jack up color saturation, distort the gamma curve, crank up edge sharpness, and introduce an artificial tint filter over the entire canvas. The result is an image that looks artificially vivid at first glance but quickly reveals itself as inaccurate. Skin tones push toward orange, reds bleed, and shadow detail is crushed or washed out depending on the preset. This is not a minor inconvenience; for anyone who values colour accuracy, it makes Game Mode difficult to use for extended sessions.

Beyond the locked color profiles, a few other quirks persist:

The Rolling Buffer: As mentioned previously, this hardware-level limitation shows up during gameplay when a bright object moves rapidly across a dark background. Peculiarly, even with XPR-Shift disabled and resolution lowered to 1080p, the rolling buffer effect persists, which is quite odd and theoretically correctable in a future firmware update.

Super Resolution Sharpening: Hidden sharpening is notably reduced in Game Mode — in fact, it is almost entirely absent compared to the Standard and ISF modes. This is a genuine positive. However, a different sharpening filter appears to be active, behaving similarly to Super Resolution. False contours and edge enhancement can be seen on sharpness test patterns, and the effect is sometimes visible in game HUD elements and fine text.

DBLE (Dynamic Black) Inheritance: DBLE currently inherits its state from the previous picture mode. If DBLE was enabled before entering Game Mode, it remains enabled, and vice versa. There is no dedicated toggle for DBLE within Game Mode itself. A proper on/off switch for the dynamic system in Game Mode would be a welcome addition in a future firmware update.

The Verdict on Gaming

The raw specs are there — sub-5ms at 1080p/240, 4:4:4, VRR. Once the calibration gets unlocked and the rolling buffer in 1080p mode is properly addressed, this will be genuinely great for gaming. Right now it’s 70% of the way there, and XGIMI is actively working on the remaining 30%.

Motion in Movies

MEMC and 24p Playback

At the time of this review, the TNM does not yet support native 24p output for film content. The projector internally converts a 24 Hz signal to 60 Hz before processing and display, which introduces the familiar 3:2 pulldown judder — an uneven cadence that is particularly visible on slow panning shots. The workaround available in the current firmware is to use the “Original Frame” setting within the MEMC menu, which engages frame blending to smooth the judder. The result is a softer, less defined image during motion and a compromise that no reference display should require.

XGIMI is actively working on this. Beta firmware builds already exist that output true native 24p with the correct cadence, and the company has indicated that this is a high-priority item. Final public delivery is a matter of time, not speculation, which is encouraging for a projector of this calibre.

The built-in MEMC motion interpolation itself is present but unremarkable. It behaves like most budget motion processors: even on its lowest setting, the soap-opera effect (SOE) appears, along with occasional halo artefacts and breakup around complex moving objects. I do not use it for critical viewing. Given that the TNM has a dedicated FPGA sitting alongside the MediaTek SoC, there is a real opportunity here. A custom interpolation engine — one tuned by XGIMI rather than relying on the off-the-shelf MediaTek implementation — could deliver significantly cleaner results, with fewer artefacts and finer control. Whether the company chooses to pursue that path remains to be seen. For now, the best motion experience will come from an external source that performs the correct pulldown or, soon, from the projector’s own native 24p mode once it reaches public firmware.

3D Performance: Brilliant Depth, Unfinished Cadence

3D on a projector in 2026 is something of a niche, but the TNM is one of the few current models that makes a genuine case for keeping a 3D Blu-ray collection alive. The experience is not perfect, but it is easily the strongest I have encountered on a laser DLP. To put that in perspective, I still keep a classic Sim2 Lumis projector in my dedicated theater specifically for its legendary stereoscopic performance, so my bar for comparison is exceptionally high.

The Good

Where It Falls Short

The Verdict on 3D

For a laser DLP, this is the best 3D I’ve seen. The brightness holds up at real screen sizes, sync is solid, and color accuracy in 3D is something I don’t take for granted anymore — most projectors fail badly here.

The judder problem is real and fixable. Get us native 5:5 pulldown and 144 Hz support and there’s nothing left to complain about. The hardware is already there. It just needs the firmware to catch up.

What's great

  • Monolithic chassis — premium build, no flex, no creaks
  • 15-element all-glass lens, 0.98–2.1× zoom — no separate long-throw lens needed
  • Sharpness among the best in the 0.47″ DLP class
  • Lens shift best-in-class — generous H/V range, sealed optical block
  • Lens memory — functional on beta firmware
  • Brightness or contrast — your choice: you can get a very bright or a very high-contrast projector, but not both at once
  • ANSI contrast up to 846:1 with shifted lens — one of the best results for a DLP
  • Excellent 3D — very bright, solid sync
  • Effective anti-RBE Standard mode with no high-frequency whine
  • Quietest projector at this brightness level — external PSU and robust cooling pay off
  • Excellent DTM — screen-size/gain adjustments help dial it in for your setup
  • DBLE delivers genuine dynamic contrast on suitable content — up to 3.5×

Watch out for

  • Rolling buffer (hardware) — creates motion artifacts on fast edges; anti-RBE partially compensates
  • Image artifacts — blocking, dithering, static contour, grayscale non-uniformity, hidden sharpening; most are firmware-fixable
  • Anti-RBE Standard doesn't match firmware 1.0.56's effectiveness; Enhanced adds artifacts without improving suppression
  • Game Mode needs a firmware overhaul
  • DBLE too conservative — disengages at the slightest peak luminance; slow response
  • White field uniformity varies heavily with zoom and iris position

Conclusion

A measurement-backed flagship

The Titan Noir Max combines genuinely unique characteristics — from its versatile lens to a dual-iris system that substantially improves real-world contrast. A few firmware-fixable shortcomings keep it from perfection, but taken as a whole, this is one of the best home-theater projectors at its price.

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