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  1. Kulf_Boba

    Marvel: Big Yggdrasil Downgrade, Skyfather Upgrades, and Thor Revisions

    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/
  2. Kulf_Boba

    Marvel: Big Yggdrasil Downgrade, Skyfather Upgrades, and Thor Revisions

    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...
  3. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    For movie and TV show panels, the horizontal FOV should be used as the default.
  4. Kulf_Boba

    Ben 10 - Questionable Armadrillo Calc

    I believe the standard approach is to use the fewest possible steps and assumptions. If a fictional planet has a gravity of 5g, it seems they don't look for a realistically sized planet with that gravity in real life; they just assume it's Earth-sized and has five times the gravity. Therefore...
  5. Kulf_Boba

    Black Mirror 1-A?

    bump.
  6. Kulf_Boba

    Black Mirror 1-A?

    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?
  7. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    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?
  8. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    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...
  9. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    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...
  10. Kulf_Boba

    Angsizing Formula 2.0

    This can be closed, my proposal has changed and is in this thread.
  11. Kulf_Boba

    Doubts about Level 1-A

    Thank you.
  12. Kulf_Boba

    Doubts about Level 1-A

    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.
  13. Kulf_Boba

    Doubts about Level 1-A

    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?
  14. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    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...
  15. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    If you look for comic or manga panels that feature multiple objects at different distances and conduct a detailed analysis, you will notice that the results using a vertical FOV of 60° (based on the central vision of the human eye) do not align with what is actually represented in these...
  16. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    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...
  17. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    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...
  18. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    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...
  19. Kulf_Boba

    Help with measuring how much closer this ball got to the camera.

    Angsizing Scaling 1: Ball: 122.38px | 7.5cm Panel Length: 1074px Scaling 2: Ball: 402px | 7.5cm Panel Length: 1074px Distance to Ball 1: 7.5 * 1074 / (122.38 * 2 * tan(70deg/2)) = 47 cm Distance to Ball 2: 7.5 * 1074 / (402 * 2 * tan(70deg/2)) = 14.3 cm Distance traveled: 32.7 cm For...
  20. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    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...
  21. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    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
  22. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    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...
  23. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    In the other examples that use 40°, the value seems more precise to me: Comics Electro's Head: 24px | 0.225m (measures 1.8m) Daredavil Head: 87px | 0.225m (measures 1.8m) Panel Height: 369px Distance to Electro (70°): 0.225 * 369/(24 * 2 * tan(70deg/2)) = 2.47m Distance to Daredavil (70°)...
  24. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    I got the pixel scaling from another calculation, and I verified that the girl's height was incorrect, 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...
  25. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    I have already explained the reasons why my proposal is more accurate, but likewise, I will present several calculations below to allow for a more detailed comparison: Movies and Series Black Adam: 88px | 1.95m Panel Height: 804px Panel Width: 1920px Distance to Black Adam (70° Vertical FoV)...
  26. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    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...
  27. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    If necessary, I will do it. I have already provided these sources before: https://www.tutti.space/blog/quick-guide-to-cinematic-and-cine-lenses...
  28. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    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...
  29. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    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...
  30. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    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...
  31. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    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.
  32. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    Friend, so far you have not contributed anything interesting to the discussion.
  33. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    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.
  34. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    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...
  35. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    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...
  36. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    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...
  37. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    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.
  38. Kulf_Boba

    Change Angsizing Usage (THIS AFFECTS MORE THAN 1000 CALCULATIONS!!!!!)

    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
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