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Sim Racing FOV Calculator

Find the correct field of view (FOV) for your rig — monitor, distance and screens — and the exact value for each racing game.

The link keeps what is on screen.

With the correct FOV the screen becomes a window into the car: speed, distances and braking points appear at real scale. A FOV that's too high feels faster and “prettier”, but it shrinks the world and hurts your sense of corners.

Parameters
Your screen
Aspect ratio
Shape of the image. Most monitors are 16:9; ultrawides are 21:9 or 32:9.
In inches, as advertised. With 3 screens, enter the size of ONE of them.
Your position
Seated in your driving position, measure from your eyes to the center of the screen. It changes the result the most.
Unit
Triple screens
Number of screens
  • Horizontal FOV53.0°How much of your vision, side to side, the screens cover.
  • Vertical FOV31.3°Top to bottom. It's what most sims ask for.
Top view of your rig
53°

Actual size of each screen: 59.8 × 33.6 cm

💡 Value looks low? That's normal: with a monitor at 60 cm, a realistic FOV is between 30° and 55°. To see more, move the screen closer or get a bigger one — don't raise the FOV.

Value to enter in each game

  • Assetto Corsa / Assetto Corsa CompetizioneVertical FOV, in degrees31.3°
  • rFactor 1 & 2, GSC, GSCE, SCE, AMS (ISI)Vertical FOV, in degrees31°
  • DiRT Rally 1/2, GRID AutosportVertical FOV, in degrees63°
  • RaceRoom Racing ExperienceHorizontal FOV, in degrees53.0°
  • Project CARS 1/2Horizontal FOV, in degrees53°
  • Euro & American Truck SimulatorHorizontal FOV, in degrees53°
  • F1 2016–2018Slider position (0 = game default)-0.60
  • F1 2019–2020Slider position (0 = game default)-1.2
  • F1 2021+Slider position (0 = game default)-12
  • EA Sports WRCFOV slider position27
  • Richard Burns RallyHorizontal FOV, in radians0.715049rad
  • GTR2Multiplier of the default FOV0.5x
  • Race 07Multiplier of the default FOV0.5x
How is it calculated?

Builds a triangle between your eyes and the screen edges: horizontal FOV = 2 × atan((width ÷ 2) ÷ distance). Vertical comes from the aspect ratio. Curved screens use the arc's chord; with 3 screens the width includes bezels and the FOV is multiplied by 3. Each game converts this to its own scale (degrees, radians, multiplier or slider position).

Formulas and game list based on the open source calculator by dinex86 (MIT license).

See the code ↗

Processed in your browser; nothing is sent.

⌨️ Use from the terminal (JSON)

This tool also runs outside the site: the cli.js script uses the same logic as this page and returns the result as JSON. Parameters are the same as this page's URL — copy the command below with the values on screen.

Deno
deno run -q "https://thecodecodex.com/cli.js?tool=fov-calculator"
Node.js / Bun
curl -s https://thecodecodex.com/cli.js | node --input-type=module - fov-calculator ar=…
ParameterDescriptionDefault
arproporção16x9
indiagonal (pol.)27
ddistância (cm)60
ntelas: 1 | 31
bmoldura (mm)0
c1 = curva0
rraio (mm)1800
gamefiltra jogos pelo nome—

Requires Deno, Node.js or Bun. With Deno the script runs with no permissions: it cannot read files or access the network. Central Bank indicators are from the day the site was published.