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That was agreed upon in a major CRT made by Ultima for the Marvel Comics cosmology.
https://vsbattles.com/threads/revising-marvels-abstracts-part-2-of.154943/
Aren’t characters supposed to vary in power canonically due to TOAA’s influence over the entire cosmology?
TOAA, as the representation of all writers, leads to variable interpretations of characters. For instance, Thor could be considered at most 4-B, Low 2-C, or even 1-A depending on the...
...the mass of the Earth by 1.1 million results in approximately 5.427E+18 kg.
Assuming an average rock density of 2250 kg/m³, the volume of each part would be
5.427E+18/2250 = 2.412E+15 m3
A sphere with that volume would have a diameter of:
((2.412E+15/pi)(3/4))^(1/3)*2 = 166,389m | 166 km.
We, the viewers, by controlling the protagonist in Black Mirror: Bandersnatch and perceiving it as fiction within the work, would it be considered legitimate R > F Transcendence and therefore 1-A?
The main argument for using a 60° field of view is that 'drawings are made in conjunction with vision, so comic panels should have a field of view equal to that of the human eye.' Is this the only argument, or is there something more?
The issue of FOVs in games should be studied in more depth and the issue of FOVs in movies should be discussed as to which one would be most appropriate to use.
I have provided some reasons why 40° seems to be more suitable for the vertical field of view of certain panels...
My final proposal for movies, series, comics, and manga is as follows:
For movies and series, I suggest a horizontal field of view of 60°, as it falls within the values commonly used in cinematography. Alternatively, we could also consider a fixed value like 65.5° or 54.4°.
For comics and...
Well, can you give me examples of qualitative superiority within the base level 1-A wiki?I just want to better understand what it classifies, with practical examples.
Can characters ascend between Low 1-C and Low 1-A through Qualitative Superiority that does not meet the requirements for 1-A?
Can you provide examples of Qualitative Superiority that meet the requirements to be 1-A in the wiki?
Regarding the horizontal FOV in video games, it seems correct that on PC it usually ranges between 90 and 100 degrees, while on consoles it hovers around 60 degrees. This difference is due to the distance between the player and the screen, as well as the size of the monitor or television. The...
...what is actually represented in these drawings.
Example 1
Panel Height: 795px
Door: 290px | 2.03
Head: 52px | 0.2
Distance to the Door: 2.03 * 795 / (290 * 2 * tan(60deg/2)) = 4.81m
Distance to the Person: 0.2 * 795 / (52 * 2 * tan(60deg/2)) = 2.64m
Distance between the Person and the...
The content on the calculation guide page was added on April 13, 2019, while the page stating that central vision is 70° was published on February 23, 2023. Upon reviewing sources prior to April 13, 2019, it appears that central vision was typically indicated as 60°, which is also what is...
I read everything, and the Wikipedia link was a mistake, as I am writing my response between yours to publish it later."
So, I should use the value that is considered default in most games.
What article exactly? Most sources seem to indicate that the central vision is 60°.
Yes, in the same...
In reality, fields of view (FOV) are predetermined and can be either horizontal or vertical. If a game's horizontal FOV is set to 70°, this value will remain the same regardless of the monitor or aspect ratio. However, the vertical and diagonal FOV will change depending on the aspect ratio.
The...
Thank you for your input; this further supports the use of horizontal FoV in games, which is typically around 70°. However, if you can calculate the size of an object and position it at a specific distance so that it is centered on the screen during a screenshot, I could determine the game's...
By angsizing the buildings near Sandman, which according to Google Earth are 4.8 meters wide in this section I get this distance:
4.87 * 1280/(6.32 * 2 * tan(70deg/2)) = 704.31m
This seems to be because the map is not actually at a 1:1 scale with real life.
If Sandman’s head measures 24.9 meters (according to another user’s scaling) and the game’s horizontal FoV is approximately 70°, the distance calculated with the second method should be fairly accurate. This seems...
...it was actually 142px:
The grid squares measure 0.658m, and the characters we see near the panel should be around 8 squares away.
Distance: 0.658 * 8 = 5.26m
For the formula to give a similar distance, the field of view should be close to 85°, which seems quite exaggerated. The grid...
...comparison:
Movies and Series
Black Adam: 88px | 1.95m
Panel Height: 804px
Panel Width: 1920px
Distance to Black Adam (70° Vertical FoV): 1.95 * 804/(88 * 2 * tan(70deg/2)) = 12.7m
Distance to Black Adam (70° Horizontal FoV): 1.95 * 1920/(88 * 2 * tan(70deg/2)) = 30.3m
Earth: 1411px |...
That was a response to a previous proposal. When I presented the new proposal in that thread, you didn't make any concrete comments regarding it. Then you introduced your experiment in this new context as if it were a response to my proposal, but you didn't explain how it impacts or affects the...
The information I provided from ChatGPT is easily verifiable through simple searches, and I had previously corroborated it. I do not intend to use ChatGPT as a primary source. I cited the information it provided because I felt its explanation of the most commonly used lenses in cinema was...
I would like to discuss what angle of view could be used for the horizontal FOV, taking into account the following information about the most commonly used lenses in cinema:
35 mm and 50 mm Lenses (Standard Lenses)
35 mm: This lens is considered slightly wide-angle, offering a broad field of...
It is you who should approach this more seriously and diligently. First, it sounds like you haven't even taken the time to read this OP, yet you brag about answering it.
Then, watch how you present your arguments:
It gives the impression that you are only seeking to contradict instead of...
When I enter "70deg" in the wiki search, I get 1600 results.:
https://vsbattles.fandom.com/wiki/Special:Search?scope=internal&query=70deg&ns%5B0%5D=500&ns%5B1%5D=502
The number of affected calculations should be this, probably less or equal.
I can provide the sources that ChatGPT uses. In any case, if you do simple searches on lenses used in cinema, you will find the same ones that ChatGPT mentions as common in the industry. This is not particularly exclusive information.
Consulting ChatGPT this is the information I provide about the lenses used in cinema:
Here is a table with the fov depending on the lens:
Focal length (mm)
Diagonal FOV (°)
Vertical FOV (°)
Horizontal FOV (°)
16mm
107.1°
73.9°
95.1°
24mm
84.1°
53.1°
73.7°
28mm
75.4
47.2
66.0...
Each camera can have a different field of view depending on the lens used. Lenses commonly employed in cinema typically provide a field of view that ranges from 60° to 75°. It's important to note that the most commonly used standard format is 16:9.
In the captures, three types of fields of view...
Could you summarize your point and explain how it affects what I have proposed?
Angsizing calculations should use the panel length (Not the panel height) in film and series scans, preferably 70°, as it falls within the range of the most common viewing angles in cinema.
In video games, the...
The decision to continue using 70° for the panel height? Which has proven to be incorrect.
It is a different proposal from the other OP. I mentioned this new proposal in the previous thread after the contribution you made, but it was not addressed.
The issue you responded to was using 35° for the panel height. However, I have retracted that stance, as I have observed that the correct method is to use the panel length with 70°.https://vsbattles.com/threads/angsizing-formula-2-0.171235/post-6700369