Sim Racing FOV Calculator
Work out the correct field of view for your screen and seating distance, then copy the exact number your sim asks for. Works with single, ultrawide, curved and triple screen rigs.
Your rig
Your field of view
The number to type into your sim
Sims do not agree on how FOV is measured. Some want the horizontal angle, some want the vertical angle, and a few want a doubled or converted value. Copy the row for your game.
| Game | Uses | Enter this | |
|---|---|---|---|
| iRacing | Horizontal FOV | 53° | |
| Assetto Corsa | Vertical FOV | 31.3° | |
| Assetto Corsa Competizione | Vertical FOV | 31.3° |
Display and image quality
Compare with your current setting
Cockpit position check
Set your seat first, then your FOV. Move the seat later and the number stops matching your rig.
Guide and FAQ
What is FOV in sim racing?
Field of view is the angle of the virtual world your screen shows from the cockpit camera. Set it to match your real seating geometry and the track renders at true scale, so distances and closing speeds match what your eyes expect.
How do I measure my seating distance?
Sit in your normal driving position with your hands on the wheel. Run a tape measure from your eyes to the centre of the screen in a straight line. On triples, measure to the centre panel only.
Why is the correct FOV so much lower than the game default?
Defaults are set wide so console players sitting on a sofa can see the mirrors. A wide angle shrinks the scene and flattens depth, so braking markers look further away than they are. The calculated value looks zoomed in at first and then feels normal after a few sessions.
Why does my sim ask for a different number than the one I calculated?
Some sims read the horizontal angle and others read the vertical angle. A few double the vertical value. The Game values tab shows the converted number for each title.
Do I use the per screen or the combined value on triples?
Sims that render triples natively want the per screen value. Sims that stretch one image across all three screens want the combined figure. The Game values tab labels each one.
Does this work for VR?
No. A VR headset sets its own field of view in hardware, so screen size and seating distance do not apply. Leave the in game FOV slider at default in VR.
Do I need to recalculate when I switch games?
No. Your angles stay the same as long as your screen and seating position stay the same. Only the number the game asks for changes.
Is my data sent anywhere?
No. Everything runs in your browser. Saved rigs stay on your own device and the share link carries your settings in the URL itself.
Share or restore a setup
Build a link that carries your current settings. No account needed.
Correct FOV for common sim racing setups
These are flat panel values calculated from visible screen width and eye to screen distance. Find your monitor and your seating distance, or use the calculator above for your exact rig.
| Screen | Eye to screen distance | Horizontal FOV | Vertical FOV |
|---|---|---|---|
| 24 inch 16:9 | 50 cm | 56.0° | 33.3° |
| 24 inch 16:9 | 60 cm | 47.8° | 28.0° |
| 24 inch 16:9 | 70 cm | 41.6° | 24.1° |
| 27 inch 16:9 | 50 cm | 61.7° | 37.2° |
| 27 inch 16:9 | 60 cm | 53° | 31.3° |
| 27 inch 16:9 | 70 cm | 46.2° | 27.0° |
| 32 inch 16:9 | 50 cm | 70.6° | 43.5° |
| 32 inch 16:9 | 60 cm | 61.1° | 36.7° |
| 32 inch 16:9 | 70 cm | 53.7° | 31.8° |
| 34 inch 21:9 (3440x1440) | 50 cm | 77.1° | 36.9° |
| 34 inch 21:9 (3440x1440) | 60 cm | 67.2° | 31.1° |
| 34 inch 21:9 (3440x1440) | 70 cm | 59.3° | 26.8° |
| 49 inch 32:9 (5120x1440) | 50 cm | 100.3° | 37.2° |
| 49 inch 32:9 (5120x1440) | 60 cm | 89.9° | 31.4° |
| 49 inch 32:9 (5120x1440) | 70 cm | 81.1° | 27.1° |
Curved panels read slightly wider. A curved screen wraps its edges toward you, so a 1000R or 800R panel covers a few degrees more than the flat figure above. Set the curvature in the calculator to get the exact number.
 Triple screens. Vertical FOV stays the same as the single screen row above. Horizontal changes with your side panel angle, so use the calculator.
 How these numbers are worked out
 Horizontal FOV equals two times the arctangent of half the visible screen width divided by your eye to screen distance. Vertical FOV uses the same formula with screen height. A 27 inch 16:9 panel has a visible width of about 59.8 cm and a height of about 33.6 cm, so at 60 cm the horizontal angle comes to 53 degrees and the vertical angle to 31.3 degrees.
How this calculator works, and why FOV matters
Field of view, or FOV, is the angle of the game world that your monitor shows you from the cockpit camera. Every racing simulator lets you set this angle, and almost every default value is wrong for the person using it, because the default is usually chosen to look reasonable on an average monitor at an average distance rather than on your specific desk.
When the in game FOV does not match the real angle your eyes see the physical screen at, your brain receives distorted information about size and distance. Objects on screen can appear larger or smaller than they should, and the apparent rate at which the world moves past the car no longer matches your actual speed. This mismatch is subtle. It rarely feels like an obvious visual bug. Instead it shows up as braking points that feel inconsistent from lap to lap, apex placement that never quite settles, and a general sense that the car is harder to place than it should be.
The correction is pure trigonometry, and it depends on only two real world measurements: how big your screen is, and how far your eyes sit from it. Horizontal FOV in degrees equals two times the arctangent of half the screen width divided by the viewing distance. Vertical FOV follows the same formula using screen height in place of width. Once those two numbers are known, every sim’s camera setting can be filled in correctly, because each game simply asks for one of those two angles, sometimes doubled, depending on how its engine defines the camera.
This sim racing FOV calculator performs that trigonometry for you. Enter your monitor diagonal size, your aspect ratio and your seating distance, choose single monitor or triple screen, and it returns your horizontal FOV, your vertical FOV, and the exact number to paste into the camera settings of the sim you picked, whether that is an iRacing FOV calculation, an ACC setup, or a triple screen FOV configuration.
Why the wrong FOV costs you lap time
A too narrow FOV makes everything look further away than it actually is. Braking markers appear to arrive later than they really do, so drivers brake late and run wide at corner entry. A too wide FOV does the opposite. The world looks smaller and more distant in your peripheral vision, but objects close to the car appear to rush past faster than they should, which pushes drivers to brake early and lose time. Neither error announces itself as a bug. Most sim racers spend hours adjusting brake bias, tire pressures or suspension setup to chase a problem that was actually sitting in the camera settings the entire time.
Correct FOV also affects how naturally you place the car on track. Judging apex clipping points, gauging gaps in traffic, and reading elevation changes on track all rely on your brain’s normal sense of size relative to distance. A correct FOV preserves that sense. An incorrect one quietly breaks it, and the effect compounds over a full stint as fatigue makes small misjudgements harder to correct for.
Common setup mistakes
- Choosing a wide FOV because it looks dramatic. A wide angle can look impressive when streaming or recording, but it works directly against consistent braking and should be reserved for replays, not driving.
- Measuring to the edge of the desk instead of your eyes. Seating distance needs to be measured from your eyes to the screen while sitting in your actual driving position with the wheel in hand, not from wherever the monitor stand happens to sit on the desk.
- Copying a friend’s FOV value. FOV is specific to your screen size and your seating distance. Someone else’s number, even from an identical monitor, is very unlikely to match your rig unless your seating distance happens to be identical too.
- Ignoring triple screen bezel angle. Side monitors need to be angled toward the driver rather than left flat in a straight line for the tripled FOV approximation used by this calculator, and by the sim racing community generally, to hold true.
Single screen versus triple screen FOV
A single monitor setup has one horizontal FOV value, calculated directly from that monitor’s width and your seating distance. A triple screen setup is more involved, because the two side monitors add peripheral vision that a single center screen cannot provide.
The convention used across the sim racing community, and the one this calculator applies, treats each of the three panels as contributing roughly the same horizontal FOV as the center screen would on its own, provided the side monitors are angled inward toward the driver rather than left flat. Under that condition, combined horizontal FOV comes out close to three times the single screen figure. This is an approximation rather than an exact geometric solution, since it assumes a fairly standard bezel angle, but it is accurate enough that the entire community, including monitor and rig manufacturers, uses it as the standard reference point.
One detail worth knowing: vertical FOV does not change between a single monitor and a triple screen setup, since the side monitors add width, not height. If your sim asks for a vertical FOV value, the number stays the same whether you are running one screen or three.
Which FOV value does your sim want
Racing sims do not agree on how field of view is measured. Some read the horizontal angle, some read the vertical angle, and a few take a doubled or converted value because of how their camera code was written. Run the calculator once, then copy the row for your game.
| Sim | Value it reads | Where to set it |
|---|---|---|
| iRacing | Horizontal FOV | Options, Graphics. Or the built in calibration tool with Ctrl+F12 in the car |
| Automobilista 2 | Horizontal FOV | Gameplay, camera settings |
| Project CARS 2 | Horizontal FOV | Gameplay, camera settings |
| Assetto Corsa | Vertical FOV | Pause, View settings, FOV |
| Assetto Corsa Competizione | Vertical FOV | Pause, View settings, FOV |
| rFactor 2 | Vertical FOV (verify) | Ctrl+F in session, or the player JSON file for an exact value |
| Le Mans Ultimate | Vertical FOV | In session camera controls |
| RaceRoom Racing Experience | Vertical FOV | In car camera options |
| BeamNG.drive | Vertical FOV (verify) The slider is labelled horizontal but the value behaves vertical |
Camera settings |
| F1 series | Doubled vertical FOV (verify) | Settings, Camera |
| EA Sports WRC | Doubled vertical FOV (verify) | Camera settings |
| DiRT Rally 2.0 | Doubled vertical FOV (verify) | Camera settings |
| Richard Burns Rally | Vertical FOV in radians (verify) | Camera FOV, config file |
| Euro Truck Simulator 2 / American Truck Simulator | Horizontal FOV, combined value on triples | Options, Gameplay |
| Gran Turismo 7 | No FOV field | Seat position slider only |
| Forza Motorsport | No FOV field on most builds (verify) | Camera distance only |
Rows marked verify: these titles have moved their FOV handling between patches. Enter the value, then check the on screen scale before you commit to it. If you find one has changed, tell us and we will update the table.
A shortcut for remembering it
Kunos titles, meaning Assetto Corsa and ACC, read vertical FOV. So do the isiMotor descendants, meaning rFactor 2, Le Mans Ultimate and RaceRoom. Madness engine titles, meaning Automobilista 2 and Project CARS, read horizontal FOV, and so does iRacing. Codemasters rally and F1 titles take a doubled vertical figure.
Triple screens change which number you copy
On a triple setup you get three figures from the calculator, and they are not interchangeable.
- Per screen FOV goes into sims that render three separate cameras, such as iRacing and Automobilista 2. Each side panel also needs the angle the calculator suggests.
- Vertical FOV does not change at all between one screen and three, because side panels add width and not height. Vertical FOV sims take the same number either way.
- Combined arc only goes into a sim that stretches one flat image across all three panels, such as Euro Truck Simulator or a Surround setup with no native triple support.
Typing the combined arc into iRacing is the most common triple screen mistake. It produces a fisheye view roughly three times wider than it should be.
Quick glossary
- Horizontal FOV: The angle of the game world visible across the width of your screen, measured left to right from the camera’s position.
Vertical FOV: The angle of the game world visible across the height of your screen, measured top to bottom from the camera’s position.
Seating distance: The straight line distance from your eyes to the center of your main screen, measured while sitting in your normal driving position.
Aspect ratio: The ratio of your screen’s width to its height, such as 16:9 for a standard widescreen monitor or 21:9 for an ultrawide.
Per screen FOV: The horizontal angle a single panel covers from where you sit. Sims that render triple screens natively ask for this figure, not the combined one.
Combined arc: The total angle your eyes sweep across all three panels once the side screens are angled inward. Useful as a reference, and only entered into a sim that stretches one image across the whole rig.
Learn more
Want to know more about how this sim racing FOV calculator was built and what it covers? Read about this tool. Have a correction or a sim you would like added to the calculator? Get in touch. You can also review our privacy policy and terms of use.
Frequently asked questions
 What does a sim racing FOV calculator actually do?
A sim racing FOV calculator works out the exact viewing angle your screen covers from where you sit. It takes your screen size, aspect ratio and eye to screen distance, then returns your field of view in degrees. Enter that number in your sim and the track renders at true scale, so distances and closing speeds on screen match what your eyes expect in real life.
Do I need to set my FOV, or can I leave the game default?
You should set it. Default FOV in most racing sims sits far wider than your seating position calls for. A wide angle shrinks the scene and flattens depth, so braking markers look further away than they really are. Once you enter a calculated value, the scale is correct and your braking points become repeatable lap after lap.
What is the correct FOV for sim racing?
There is no single correct number. The right FOV depends on your screen size and how far you sit from it, so it changes with every rig. A 27 inch 16:9 monitor at 60 cm works out to roughly 53 degrees horizontal, while sitting closer gives a wider angle. Measure your own setup instead of copying a value from a forum post.
Is FOV the same thing as field of view in racing games?
Yes, FOV is simply short for field of view. Sims label it in different places, sometimes under graphics, sometimes under camera or view settings. The one thing to check is the axis. Some titles ask for the horizontal angle and others ask for the vertical angle, and the same rig produces two different numbers for those.
Why does my FOV feel wrong even after I change it in game?
Usually your measurement is off or you entered the wrong axis. A horizontal value typed into a vertical FOV field looks heavily zoomed out. Seating position matters too. If you set your FOV first and then slide your seat or move your monitor, the number no longer matches your rig. Fix your seating position first, then calculate.
What numbers do I need before I use this calculator?
You need three things: your screen diagonal in inches or centimeters, your aspect ratio, and the distance from your eyes to the center of the screen. Triple screen users also need bezel width and the angle of the side panels. Enter those values and the calculator handles the geometry for you.
Do I need to measure anything myself first?
Yes, one measurement. Screen size and aspect ratio come off the spec sheet, but no calculator can guess how far back you sit. Eye to screen distance drives the whole result, so measure it properly rather than estimating. Everything else on the form is information you already have.
How do I measure my seating distance properly?
Sit in your normal driving position with your hands on the wheel. Run a tape measure from your eyes to the center of the screen in a straight line, not along the desk or the rig frame. On a triple screen setup, measure to the center panel only. Check it twice, because a few centimeters of error shifts your result by several degrees.
Should I measure from my eyes or from the back of the seat?
Measure from your eyes. FOV geometry is built around the point your eyes sit at, not the seat frame or the headrest. Measuring from the back of the seat adds 10 to 20 cm of error and gives you a narrower FOV than your rig actually needs. If you cannot hold the tape while seated, ask someone to read it for you.
Does the calculator work if I only know my screen size in inches?
Yes. Screen diagonal in inches is the standard input, and the calculator converts it to real width using your aspect ratio. Measure corner to corner across the panel itself, not the outer bezel. If your monitor turns out slightly smaller than the size printed on the box, enter the measured figure for a more accurate result.
