FOV Calculator
Work out the horizontal, vertical and diagonal angle your screen fills from your seat. Triple screens include the bezel width you enter. A game may define FOV differently, so this is not a universal setting.
Angle your screen fills
Measure from your eyes to the centre of the (centre) screen, in your normal driving position.
One screen: horizontal = 2 · atan(width ÷ 2 ÷ distance), vertical = 2 · atan(height ÷ 2 ÷ distance), diagonal = 2 · atan(diagonal ÷ 2 ÷ distance). For triples, the total horizontal span is the angle between the outer edges of the side pictures. Each seam includes the two bezel edges you enter, and the side screens fold in by the angle you enter. The vertical figure stays the centre screen only. It is not recomputed for the angled side screens. Curved panels are treated as flat, using the diagonal as a straight corner-to-corner size.
How some sims name this angle
| Game | What its setting means | Matching angle |
|---|---|---|
| Assetto Corsa | Vertical degrees for the centre screen. Triples have their own angle and bezel setup. | 29° |
| Assetto Corsa Competizione | Vertical degrees for the centre screen. | 29° |
| rFactor 2 | Vertical degrees. Multiview also takes screen size, distance, angle and bezel. | 29° |
| Automobilista 2 | Horizontal degrees of one screen, not the vertical angle. Triples take size, bezel and angle separately. | 49.4° |
| iRacing | Horizontal degrees of one screen’s visible picture. iRacing’s own calculator measures width and bezel, so its figure can differ. | 49.4° |
| F1 series (Codemasters / EA) | A relative slider, not degrees. This geometry does not produce a slider step. | n/a |
Use a listed angle only when that game's setting uses the same definition. It is not the only setting worth using, and conventions can change between versions. Many games quote a horizontal FOV, sometimes for a 4:3 base, which is not this screen's horizontal angle. A slider in steps or percent cannot be set from geometry. If your game is not listed, check its manual or tooltip before copying a number.
FOV converter
Horizontal, vertical and diagonal
hFOV = 2 · atan(tan(vFOV ÷ 2) · aspect ratio). Diagonal uses √(ar² + 1) in place of the aspect ratio.
Horizontal FOV across aspect ratios (Hor+)
Hor+ keeps the vertical FOV fixed and widens the view on wider screens: 90° at 4:3 becomes 106.26° at 16:9. Games that scale Vert- instead keep the horizontal FOV and crop the top and bottom.
Why FOV matters
Sim racing: matching the screen angle
A sim lines up with this geometry only when its FOV setting uses the same angle: the centre screen's vertical angle, one screen's horizontal angle, or another definition entirely. When it does match, objects cover about the same angle they would from your seat. Many sims ship with a wider view than a single monitor fills. A wider view makes the world look smaller, and some drivers then feel the car is slower and brake later. That is a reaction to the picture, not a measurement this page makes, and a wider setting can still be what you want. A 27 inch 16:9 screen at 65 cm fills about 49° horizontally and about 29° vertically. Other aspect ratios change those numbers.
Shooters often want a wider view
Many shooter players set about 100° to 110° of horizontal FOV on a monitor that fills a smaller angle. The extra width shows more of the scene. Edges stretch and distant targets get smaller. That is a choice, not a mistake in the calculator. A lot of those games quote a horizontal FOV, and some keep a 4:3 base, so their number is not this page's horizontal angle. If you change FOV, recheck your aim with the sensitivity converter.
How aspect ratio changes FOV
Many PC games are Hor+: the vertical FOV stays put and a wider screen adds picture at the sides. That is why the same game can show more on 21:9 than on 16:9. Some older or console-first games are Vert-: they keep the horizontal FOV and crop the top and bottom on wider screens, which looks more zoomed in. The 21:9 preset on this page is the 3440 × 1440 panel shape, not 21 ÷ 9.
Check the unit before you copy a number
"FOV 90" means different things in different games: vertical, horizontal, horizontal at a fixed 4:3 reference, or a slider with no unit at all. Two games set to the same number can look nothing alike. The table lists only games where the unit is well known. The angle beside each one matches that unit. It is not a required setting.
Related tools
Find a sensible seating distance with the viewing distance calculator, carry your aim across games with the sensitivity converter, work out screen shapes with the aspect ratio calculator, or compare mouse setups with the eDPI calculator.
Frequently asked questions
Which angle does this page calculate?
Horizontal is 2 × atan(width ÷ 2 ÷ distance), vertical uses the screen height, and diagonal uses the diagonal. Width and height come from the diagonal you enter and the aspect ratio you pick. Distance is from your eyes to the centre of the centre screen. Each result is labelled horizontal, vertical or diagonal.
Is that the FOV I should set in a game?
Not by itself. It is the angle the screen fills from your seat. A game may want vertical degrees, horizontal degrees, horizontal degrees on a 4:3 base, or a slider that is not degrees. Copy a number only when the game uses that same definition. It is not the only useful setting.
Do triple screens include bezels?
Yes. Enter the width of one bezel edge, in millimetres. The total horizontal span runs from the outer edge of the left picture to the outer edge of the right picture, and each seam includes two of those edges. The one-screen horizontal angle is the visible width only, with bezels left out. The vertical angle is the centre screen only. Angled side screens are not given their own vertical angle.
What is the facing angle for the side screens?
It is the fold that puts the centre of each side screen at the same distance as the centre screen, with that panel facing you. The formula is 2 × atan((half the visible width + one bezel) ÷ distance). The button fills it in only when that result is from 0° to 90°. Past 90° the field will not accept it.
How do horizontal, vertical and diagonal convert?
They describe one view, so the aspect ratio matters. tan(horizontal ÷ 2) = tan(vertical ÷ 2) × (width ÷ height). Diagonal uses the square root of (width ÷ height)² + 1 in place of the aspect ratio. The 21:9 preset is 3440 × 1440, not 21 ÷ 9. A blank, zero, non-finite, or other FOV that is not strictly between 0° and 180° shows a dash.
What does Hor+ mean, and what about a 4:3 FOV?
Hor+ keeps the vertical angle fixed and widens the horizontal angle on a wider screen. 90° horizontal at 4:3 becomes 106.26° horizontal at 16:9. Vert- keeps the horizontal angle and crops the top and bottom. Many shooters quote a horizontal FOV, sometimes for a 4:3 base, which is not the same number as this screen’s horizontal angle.