Throw ratio comes first
Throw ratio is how far back the projector has to sit to fill a given screen width. In a simulator you have a hard constraint — the projector can't sit where your club is going to be.
- Short throw (roughly 0.5–0.8) — mounts close to the screen or just behind the hitting area. This is what most simulator rooms need.
- Normal throw (1.0+) — needs real distance behind the player. Only works in deep rooms or large commercial bays.
- Ultra-short throw — sits almost against the screen. Great for tight rooms, less forgiving on alignment.
Measure the distance from your intended mounting point to the screen, then match it to the throw ratio. That number rules out most of the catalog immediately, which makes the decision easy.
Brightness
Lumens determine how the image holds up against ambient light.
- 3,000 lumens — fine for a fully dark basement or garage.
- 4,000–5,000 lumens — the safe middle, handles some ambient light.
- 5,500+ lumens — commercial bays, rooms with windows, or large screens.
Bigger screen means the same lumens spread over more area, so scale brightness with screen size.
Laser or lamp
Laser light sources last far longer, don't dim as noticeably over time, and switch on instantly. They cost more up front. In a commercial bay running eight hours a day, laser pays for itself on lamp replacements alone.
Resolution
1080p is genuinely fine for golf simulation at normal viewing distance. 4K is sharper on course detail and doubles as a home cinema. If the room has one job, 1080p and higher brightness usually beats 4K and lower brightness.