Sim racing FOV calculator
Match the in-game camera to the real geometry of your monitor. Enter your screen and seating measurements to calculate horizontal FOV, vertical FOV, and a triple-screen side angle.
1. Choose your game
We’ll translate the geometry into the setting this game expects.
The result will use the correct unit or in-game scale
2. Enter your screen setup
Measure from your eyes to the centre of the screen. Use the advertised diagonal size.
Width to height
Screen size
Diagonal in inches
Custom value
Viewing distance
Eye to screen in cm
Custom value
Distance unit
Number of screens
Screen shape
Recommended game setting
Assetto Corsa / Assetto Corsa Competizione
31.3°
Vertical FOV in degrees
Viewing geometry
Horizontal FOV
53.0°
Vertical FOV
31.3°
Screen width
59.8 cm
Calculated screen area: 59.8 × 33.6 cm.
What the result means
A correct FOV makes objects on screen appear at the same scale and angle they would through a real window at your seating position. It can initially feel narrow on a small or distant screen, but changing the camera position is better than widening FOV and distorting braking points.
Horizontal versus vertical FOV
Racing games do not all use the same convention. Enter the horizontal result when a game asks for horizontal FOV and the vertical result when it asks for vertical FOV. For triples, use the total horizontal value only when the game supports a properly configured triple-screen projection.
How it is calculated
For a flat screen, the calculator uses the physical screen width and eye distance: 2 × arctangent of half the width divided by distance. Curved-screen geometry also accounts for the monitor radius. Triple-screen output assumes equal screens angled toward the driver; use your simulator's bezel correction for the final alignment.
