Field of View Calculator – Gaming FOV Horizontal to Vertical

Field of View Calculator

Work out the horizontal, vertical, and diagonal field of view in degrees. Use Physical mode to turn screen size and viewing distance into real viewing angles with hFOV = 2 x atan(width / 2 / distance), or use Game mode to convert a base FOV between aspect ratios with Hor+ and Vert- scaling.

šŸŽÆChoose a Mode

šŸ•¹Real Display and Game Presets

šŸ“Field of View Inputs

Advertised panel size in inches, corner to corner.

Sets how the diagonal splits into width and height.

Straight-line distance from your eyes to the panel.

Diagonal stays in inches; distance uses this unit.

The FOV number set in your game options.

Most PC shooters quote horizontal FOV.

The aspect the base FOV was designed for.

Hor+ keeps vertical and widens the horizontal view.

Controls rounding on every angle shown.

Horizontal FOV 0° left to right viewing angle
Vertical FOV 0° top to bottom viewing angle
Diagonal FOV 0° corner to corner angle
Converted FOV 0° for the target aspect

šŸ”¢Formula Snapshot

hFOV2 atan(w/2d)
vFOV2 atan(tan/AR)
dFOVhypot of tans
57.30deg per radian

šŸ“‹Horizontal FOV to Vertical FOV at 16:9

Horizontal FOVVertical FOVDiagonal FOVFeels Like
70°41.7°76.6°Console default
80°48.5°87.9°Relaxed FPS
90°58.7°100.5°Classic PC
100°67.0°112.0°Wide FPS
103°70.5°116.9°Popular esports
106°74.2°122.1°Very wide
110°79.5°129.4°Arena shooter
120°95.5°150.1°Fisheye edge

šŸ–„Screen Size and Distance to Horizontal FOV

Screen (16:9)DistanceScreen WidthHorizontal FOVImmersion
24 inch60 cm53.1 cm47.6°Focused
27 inch60 cm59.8 cm53.0°Balanced
32 inch70 cm70.8 cm53.7°Balanced
34 inch UW65 cm79.9 cm62.6°Wide
48 inch120 cm106.3 cm47.9°Focused
55 inch250 cm121.8 cm27.4°Cinema
65 inch250 cm143.9 cm32.2°Cinema

šŸŽ®Common Game FOV Types by Platform

Game StyleTypical ValueMeasured AsAspectScaling
Console shooter70 to 80Vertical or Hor16:9Fixed vFOV
PC shooter90 to 106Horizontal16:9Hor+
Esports FPS103Horizontal16:9Hor+
Arena shooter110 to 120Horizontal16:9Hor+
Third person60 to 75Vertical16:9Vert-
Racing simAngle basedHorizontal16:9 to 48:9Hor+
Flight simWideHorizontalTriple wideHor+

šŸ—ƒAspect Ratio FOV Comparison Grid

Aspect Ratio90 hFOV to vFOV103 hFOV to vFOVDiagonal at 103ImmersionNotes
4:3 (1.33)73.7°86.9°124.4°BoxyRetro CRT feel
16:10 (1.60)64.8°77.3°120.2°Tall wideProductivity panels
16:9 (1.78)58.7°70.5°116.9°StandardMainstream default
21:9 (2.33)46.8°57.0°110.8°ImmersiveCinematic ultrawide
32:9 (3.56)31.9°39.4°104.9°Very immersiveDual 16:9 span
48:9 triple (5.33)21.6°26.9°103.6°WraparoundSim triple monitor

āš™Formula Breakdown

hFOV = 2 x atan(width / 2 / distance)Physical horizontal angle. A 59.8 cm wide screen at 60 cm gives 2 x atan(29.9 / 60) = about 53°. All angles use radians internally, then multiply by 180 / pi.
vFOV = 2 x atan(height / 2 / distance)Physical vertical angle, using screen height instead of width. On a 16:9 panel the height is width divided by 1.778.
vFOV = 2 x atan(tan(hFOV / 2) / AR)Game conversion from a horizontal FOV to vertical, where AR is width over height. This is how a 103° hFOV becomes 70.5° vertical at 16:9.
Hor+ new hFOV = 2 x atan(tan(base / 2) x newAR / baseAR)Horizontal-plus scaling keeps the vertical FOV constant and widens the horizontal as the screen gets wider. Going 16:9 to 21:9 adds side view without cropping.
dFOV = 2 x atan(sqrt(tan(hFOV / 2)^2 + tan(vFOV / 2)^2))Diagonal FOV combines the horizontal and vertical half-angle tangents like a right triangle, giving the corner-to-corner sweep.
Degrees = radians x 180 / piEvery arctangent returns radians. Multiply by 180 / pi (about 57.2958) to read a familiar degree value.

šŸ’”FOV Tuning Tips

Match the aspect, not the number: A 103° horizontal FOV on 16:9 is not the same view as 103° on 21:9. With Hor+ scaling the vertical stays fixed near 70° and the ultrawide simply reveals more to the sides, so keep the vertical FOV comfortable (roughly 70 to 90 degrees) and var the width follow your monitor.
Set FOV from your seat, not habit: Physical FOV depends on distance. A 27 inch screen at 60 cm fills only about 53° of real horizontal view, so a 90 to 100 game hFOV feels natural. Sit far from a small screen and a high FOV looks warped; sit close or go ultrawide and you can push the number higher without fisheye distortion.

The point of buying an ultrawide monitor is to see more. But then you play it and it doesn’t look right. The center looks stretched thin while the edges warp. Is someone coming? Are they already standing there?

Usually the issue isn’t with your hardware. Most often, people fail to understand how field of view work differently on various monitors. People think a higher number for this setting mean the same thing across all screens, but it does not.

How to Choose the Right Field of View

Field of view isn’t fixed in size; it’s an angle. This is what you can see from side-to-side (horizontal) and what you can see from top to bottom (vertical). Both angles is determined by aspect ratio of your screen. Setting 100 degrees horizontal on a wide screen gives you a different vertical view different than on a narrow screen.

This is why people get confused about this. They want to find a number, but they don’t understand how changing the shape of their screen change what their chosen number mean visually. To avoid guessing, the calculator tool handles math for you.

There are two ways to go about it. One method involves real-world physical measurements. How far away are you from the monitor? What’s its width? Based off those answers, it performs some trigonometry that calculate how much of your vision the screen take up.

Sitting close to a twenty-seven inch screen means it only covers fifty degrees of horizontal view. And if your in-game field of view is set to ninety degrees, then you’re viewing more area than is actualy available on the glass. That makes it feel less tight and more open.

These are digital settings. Games typically use horizontal-plus scaling. As you shift between sixteen-by-nine and twenty-one-by-nine, they maintains the vertical FOV as-is and expand only the horizontal angle.

That’s a healthy compromise: it reveals more of the sides without making things seem distorted in the middle. The chart on the page illustrate why. Here, it shows what happens when you set your FOV at one-hundred three degrees and then shift through various ratios. See? The horizontal number increase, but the vertical angle remain constant, allowing your brain to accurately gauge space.

In the end, vertical FOV selection is personal preference… It’s about finding the slice that suits your comfort. For most competitive gamer, a vertical FOV of 70-90 degrees works well. It provides adequate visibility to the sides while maintaining the center unobstructed.

On a regular monitor, setting your horizontal value too high decrease the vertical FOV. Objects appear wide and things look short. But with an ultrawide display, keeping the vertical FOV keep object and character proportions naturaly.

This is what’s called diagonal FOV, which many people forget about but is great to see because it represent the full view from one corner of your screen to another. This way if you are using a really wide screen or multiple monitor you will have an idea of how immersive it could of been. Diagonal FOV is based off the combination of both horizontal and vertical angles.

No need to remember any formulas or switch units by hand. The UI present all three important angles instantly. Simply change size of your monitor or sitting distance till they ā€œfeelā€ correct to your eyes.

Comfortable vs information: Your display is only as good as the balance between those two things. A wider horizontal view let you spot enemies earlier, but too wide and distortion slow down aiming. A higher vertical view lets you better track targets up and down, but too low a screen makes it feel like tunnel vision.

Start with one of the presets and you’ve got a known good starting point for your hardware. Then tweak it just a little bit from there depending on what you prefer to see in the center. Do you want it crisp? Do you want more of the map?

It’s not that any single number is best. It’s that each of us has an angle where the game ā€œfeelsā€ right, like our vision naturaly extends into the game instead of seeing a twisted version of reality.

Field of View Calculator – Gaming FOV Horizontal to Vertical