They had fewer options, and modern camera work wouldn't fit 4:3, and would also lose some if its intended impact if adjusted as such.So what you're saying is that all films made before the 50's are visually inferior to later offerings.
That's a silly remark. 4:3 vision is about pulling it the entire world space and understanding your place in it. It's completely unsuited to artistic framing. The eye might see a butterfly and the brain focus on it, but a photograph capturing exactly what that person is seeing would see a tiny blob in a see of distractions. In photography, the subject will be given enough size to show their relevance and the background will be chosen to show its place or to extract the subject as the point of focuss. eg. In close with a low DOF and plenty of blur in the case of said butterfly. Your eyes don't recreate such optical effects, but such optical effects are part of the photographers canvas.I guess my real life 4:3 vision is actually an impairment to enjoy life lol.
Whatever started the change, it had a beneficial effect for the art. And if widescreen is inferior, why didn't this change backfire? Why didn't people grumble at not being able to see as much as their 4:3 TVs and stay at home? Because the widescreen provided more impactful photography and better storytelling, that's why!16:9 isn't more realistic since the human vision aspect ratio is 4:3. The push wasn't made for artistic reasons, it was the executives who wanted a gimmick to get people to go to movie theaters instead of watching TV at home.
According to this, no.Is it documented how 4:3 came to be in the first place way back in the day? As in was it selected because it matched human vision...
So he used an existing photography film and selected a number of perforations for a frame. I expect the idea of thin, wide frames would seem uncomfortable.Using 35mm film Dickson settled on an image that was 4 perforations high – resulting in an image that was .95” by .735” – a 4:3 aspect ratio – or 1.33
We really don’t know why William Dickson settled on 4 by 3 but it stuck.
Games with photorealistic graphic styles. At 30fps they look fine but at 60fps you can see all the seams and the illusion of reality breaks apart (clearly this doesn't apply to everybody). Things like animation anomalies, flat surfaces, 2D sprites, etc... Think of it as a generalized uncanny valley effect.
The Last of Us concept art (ellie)
You're talking about perception and attention, not sensation. Certainly many factors affect perception, but by cutting off the vertical information from the beginning you're completely negating the possibility of paying attention to it.Oh please… not this crap again!
This has been discussed to death on many AV forums… human vision (perception) isn’t just 4:3. It’s really dependent of the persons perception of depth, distance, and awareness of such objects within it... which can go beyond 4:3 framing. Color, luminance, vision clarity/focus and the brain cognitive functions (health) can also affect visual perception.
Those images tell me that those shots were carefully composed to make use of the wide aspect ratio. They don't tell me why that aspect ratio is inherently superior to 4:3.There's an entire gallery of images with helper lines on top of them to show you how shots in Blade Runner are composed. If that's not enough to make you understand then it's hopeless.
You don't see in visual artistic compositions?You don't see in artistic compositions. I can't even begin to understand how this has anything to do with a widescreen format's appeal for visual storytelling.
What do you mean fewer options? Just like 16:9 camera work doesn't translate to 4:3 neither does 4:3 to 16:9. It's a tradeoff.They had fewer options, and modern camera work wouldn't fit 4:3, and would also lose some if its intended impact if adjusted as such.
Those effects are perfectly applicable to 4:3 aspect ratios.That's a silly remark. 4:3 vision is about pulling it the entire world space and understanding your place in it. It's completely unsuited to artistic framing. The eye might see a butterfly and the brain focus on it, but a photograph capturing exactly what that person is seeing would see a tiny blob in a see of distractions. In photography, the subject will be given enough size to show their relevance and the background will be chosen to show its place or to extract the subject as the point of focuss. eg. In close with a low DOF and plenty of blur in the case of said butterfly. Your eyes don't recreate such optical effects, but such optical effects are part of the photographers canvas.
Are there instances where widescreen is better suited than 4:3? Sure. But the same thing is true for 4:3.Now in a VR headset, 4:3 makes sense, inarguably because it's about putting the player in that space. It's trying to recreate life. In a TV though that's not trying to recreate life, 4:3 doesn't make as much sense as widescreen for many of the stories humans like because the major content is in that horizontal band.
Why didn't the change to LCD televisions backfire? By any measurement their IQ was horrible compared to CRT when people started to switch to them.Whatever started the change, it had a beneficial effect for the art. And if widescreen is inferior, why didn't this change backfire? Why didn't people grumble at not being able to see as much as their 4:3 TVs and stay at home? Because the widescreen provided more impactful photography and better storytelling, that's why!
Yes, me.This is pure bollocks. I can understand that people might think there is something strange when they are seeing much more detail than they currently can see in movies (24 vs 48 fps), but in games that is not the case. Have you ever met any that thinks that Tomb Raider PS4 looks worse than TB XBone because you can see more details when moving?
And it's not a matter of "getting used to". I don't know how is it in other countries but here in Mexico all news broadcasts are done at 60fps. I watch those daily and they look perfectly fine to me as they always have. 48fps in movies don't work for a lot of people precisely because of the added realism. At 24fps you see a hobbit in an epic environment. At 48fps you see a guy cosplaying as a hobbit on a set.
Same thing with games but only when they're close enough to reality otherwise 60fps are fine.
You have a smaller visual stage to work with in 4:3.What do you mean fewer options?
Of course. I guess you missed the reasoning there entirely.Those effects are perfectly applicable to 4:3 aspect ratios.
Right. But in the field of human stories based on human characters where the primary content is focussed in a horizontal band across the FOV, there is a greater number of situations where widescreen is better than 4:3.Are there instances where widescreen is better suited than 4:3? Sure. But the same thing is true for 4:3.
We'll have to agree to disagree. The change allowed for better photographic storytelling. A lonely headshot to the side of the screen is more dramatic in widescreen with the greater expanse of space. Rolling hills full of warriors is more dramatic without an irrelevant sky and ground. the difference probably isn't that great to make a huge difference, but it is there and justification for widescreen adoption.The change wasn't inherently beneficial. Movie makers simply adapted to it.
And for the record, I do not agree with your statement regarding "The Hobbit". I remember the cinema version to look as realistic as the Blu-ray I have. But it is not possible to compare them side by side unfortunately....
Those images tell me that those shots were carefully composed to make use of the wide aspect ratio. They don't tell me why that aspect ratio is inherently superior to 4:3.
You don't see in visual artistic compositions?
The reason why it's related is because the human brain processes as a coherent narrative. See the left brain interpreter experiments to learn more about this.
"Realistic" without qualification is might be producing confusion, because people mean different things. Are we talking realistic in terms of actually looking like a real scene, or "realistic" (rawr scare quotes) in terms of convincingly being what it's trying to be?So you actually think XBone Tomb Raider looks more realistic than PS4 Tomb Raider?
And for the record, I do not agree with your statement regarding "The Hobbit". I remember the cinema version to look as realistic as the Blu-ray I have. But it is not possible to compare them side by side unfortunately....
Seriously, pan and scan is being used as an example of why 4:3 is inferior?
I think you need to look up the common ratio with imaxconsiderably better with a 16:9 aspect ratio where your peripherial vision is also used. Anyone who's seen that movie in IMAX should agree
Also notice how the characters are placed in the frame, how they start to cross the middle line, where the empty spaces are located and so on. This is subtle information and most people won't notice it consciously but their perception of the events is greatly affected.
A 4:3 aspect ratio encompassing the whole scene could not create the same impression of the relationship between the characters. Divided in two, you get pretty tall sub-frames; divided in three, it's only slivers. Widescreen has the advantage in breaking down into more balanced parts.
But that's why you wouldn't stage the scene the same way to begin with, which is my point. If you were building things from the ground up in 4:3, you wouldn't place the characters in widescreen-appropriate framing locations and then just have the camera operator swing the camera back and forth. That's silly.Yeah, just imagine a scene staged with two characters at the opposing edges with a lot of space (about 1/2 of the frame) between them. The dramatic tension with a widescreen frame and a static camera gets all ruined if you need to pan left and right all the time, and you're also losing the reactions of the character listening to the other that's speaking.
More dramatic material is always letterboxed to widescreen.