TFT/SPI Display Bandwidth Calculator

Calculate SPI TFT bandwidth, frame transfer time, maximum FPS, required clock for target FPS, and RGB565 framebuffer size for embedded display projects.

Display bandwidth and FPS calculator

Inputs

Outputs

Update pixels-
Bytes per transfer-
Framebuffer size-
Double buffer size-
Frame transfer time-
Maximum FPS-
Required SPI clock for target FPS-

Enter resolution, color depth, and SPI settings to estimate bandwidth and frame rate.

What is TFT display bandwidth?

Display bandwidth is the amount of pixel data you must transmit per frame. For SPI TFT displays, higher resolution and color depth increase transfer time and reduce practical frame rate.

RGB565 framebuffer size

RGB565 uses 16 bits per pixel, so framebuffer bytes are width × height × 2. Full-frame buffers are often large for small MCUs, especially when double buffering is needed.

SPI clock vs actual FPS

Theoretical FPS assumes pixel data transfer only. Actual FPS is lower due to command overhead, driver timing, DMA setup, and software scheduling.

Full-frame updates vs partial updates

Partial updates can reduce transferred pixels and improve refresh speed. UI elements or region-based redraw strategies often perform better than full-screen updates on SPI displays.

Common TFT framebuffer examples

Resolution Color depth Framebuffer size Notes
128×160RGB56540 KBSmall SPI TFT
240×240RGB565112.5 KBSquare TFT display
240×320RGB565150 KBCommon ILI9341 display
320×480RGB565300 KBLarger SPI TFT
480×320RGB565300 KBLandscape display

Common display resolutions

Typical embedded TFT sizes include 128x160, 240x240, 240x320, and 320x480. Use this calculator to estimate memory and bus performance before final hardware choices.

FAQ

How much memory does an RGB565 framebuffer use?

RGB565 uses 2 bytes per pixel. Multiply width × height × 2 to estimate full framebuffer size in bytes.

How do I calculate SPI display FPS?

Compute bits per frame, divide by effective SPI bitrate to get frame time, then FPS is 1 divided by frame time.

Why is real TFT FPS lower than the calculated maximum?

Real systems include command bytes, address windows, software overhead, and bus inefficiencies that reduce practical throughput.

Should I use full-frame or partial updates?

If your UI changes small regions, partial updates often improve responsiveness and reduce SPI bandwidth usage.

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