LIVE CALCULATOR UNITS: METRIC / IMPERIAL
Sim Racing / Field of View

Get your exact FOV
before your next stint.

Mathematically correct field of view for iRacing, ACC, AMS2, F1 25, rFactor 2, RaceRoom, Le Mans Ultimate and BeamNG.drive, calculated from your real monitor size and seating distance.

Cockpit view preview
Horizontal FOV
0 deg
Vertical FOV
0 deg
Enter this value in game
0 deg

01How 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 calculator performs that trigonometry for you. Enter your monitor diagonal size, your aspect ratio and your seating distance, choose single 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.

02Why 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.

03Single 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.

04Which FOV value does your sim want

Not every racing simulator asks for the same kind of FOV number. Some use horizontal FOV directly, some use vertical FOV, and a couple use a doubled vertical value because of how their camera math was originally implemented. Below is where to find the setting and which number this calculator’s output you should use for each major title.

SimFOV type usedWhere to set it
Assetto Corsa / ACCHorizontalVideo / camera settings
iRacingHorizontalDriver camera calibration (App.ini or in app)
Automobilista 2 / Project CARSHorizontalGameplay, HUD/camera menu
rFactor 2 / Le Mans UltimateVerticalCtrl+F in session, or player JSON for precision
RaceRoom Racing ExperienceVerticalIn car camera options
F1 24 / F1 25Vertical (doubled)Settings, Camera
BeamNG.driveHorizontal, 10 to 120 rangeCamera settings
Automobilista 1 / rF1 engine simsHorizontalCamera settings
EA Sports WRC / DiRT Rally 2.0HorizontalCamera settings
Richard Burns RallyHorizontalCamera FOV, config or in game menu

A quick way to remember it: games built on or descended from the isiMotor engine lineage, meaning rFactor 2, Le Mans Ultimate and RaceRoom, tend to expose vertical FOV, while most other engines, including Kunos titles like Assetto Corsa and ACC, Madness engine titles like AMS2 and Project CARS, and BeamNG, expose horizontal FOV directly.

05Quick 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.
Tripled FOV approximation
The community standard method of estimating combined triple screen horizontal FOV by multiplying a single monitor’s horizontal FOV by three, valid when side monitors are angled toward the driver.

06Frequently asked questions

What is FOV in sim racing?

Field of view, or FOV, is the angle of the virtual world your screen shows you from the cockpit camera. A correct FOV makes objects on screen appear the same size and distance as they would through a real windscreen, which improves how accurately you judge braking points and corner entry.

How do I calculate the correct FOV for sim racing?

Measure your monitor’s diagonal size, your seating distance in centimeters, and your aspect ratio. Horizontal FOV in degrees equals two times the arctangent of half the screen width divided by the viewing distance. The calculator above does this automatically and converts it for your specific sim.

Does FOV actually affect lap times?

Indirectly, yes. An incorrect FOV distorts your perception of speed and distance to braking markers and apexes, leading to late or early braking. Most sim racers find their lap times become more consistent once FOV matches their real seating geometry, even if peak pace does not change much.

Is triple screen FOV really three times a single monitor’s FOV?

As a practical approximation, yes. When the two side monitors are angled correctly around the driver, each panel contributes roughly the same horizontal FOV as the center screen, so combined horizontal FOV comes out close to three times the single screen value. This is the standard approximation used across the sim racing community.

Why do some games ask for vertical FOV instead of horizontal?

It depends on the engine. RaceRoom and titles built on the rFactor 2 engine expose a vertical FOV field, while Automobilista 2, Project CARS and BeamNG.drive use horizontal FOV. The F1 series uses a doubled vertical FOV value. This calculator gives you both numbers so you can use whichever your sim asks for.

What seating distance should I use for VR instead of a monitor?

VR headsets render a fixed field of view set by the headset hardware itself, so this monitor based calculator does not apply to VR. Most VR users leave in game FOV sliders at default or 100 percent and let the headset lenses determine what they see.

Do I need to recalculate my FOV every time I switch games?

No. Your horizontal and vertical FOV in degrees stay identical across every game as long as your monitor size and seating distance stay the same. What changes between titles is only which of those two numbers the game’s settings menu asks for, and whether it wants a doubled value, so you only need to run the calculation once.