Sim Racing FOV Calculator

Enter your screen and how far you sit from it. You get the exact number to type into your game, where to find the setting, and a to-scale drawing of your setup.

Popular setups
Screens
Units
inch
cm
Measure straight from between your eyes to the centre of the middle screen, sitting in your driving position.
mm

The curve rating is on the box or spec sheet: 1000R means a 1000 mm radius.

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Top-down view of your screens and field of view
Top-down view, to scale. Purple lines show what you can see.

Your FOV in every game

GameYour valueFOV typeWhere to set it

Plan your setup backwards

Know the FOV you want? Get the seating distance for your screen, or the screen size for your distance.

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How to use this FOV calculator

  1. Sit in your normal driving position. Set your seat and wheel first. FOV depends on where your eyes are, so measure last.
  2. Measure from your eyes to the screen. Run a tape from between your eyes straight to the centre of the screen (the middle screen on triples). This is the number that matters most: a few centimetres changes the result by several degrees.
  3. Enter your screen size and aspect ratio. Use the diagonal size from the spec sheet. If you are not sure of the ratio, a 2560×1440 or 3840×2160 screen is 16:9, 3440×1440 is 21:9 and 5120×1440 is 32:9.
  4. Pick single or triple, and your curve. Curved monitors list their curve as a number followed by R, such as 1000R. On triples, add the bezel width of one edge.
  5. Choose your game. The result card shows the value in the format that game uses, where the setting lives, and anything else to enter. The table under the calculator shows the same setup for every game we support.

Press Copy share link to keep the setup or send it to a friend, or Save setup to store it in this browser. Nothing is sent to a server: the calculator runs on your device.

What FOV means in sim racing

Your screen covers a fixed slice of your vision. A 27-inch 16:9 monitor 60 cm from your eyes covers about 53 degrees from left edge to right edge. That is a physical fact about your desk, not a setting.

The game's FOV setting decides how much of the virtual world it squeezes into that slice. When the two match, objects appear at their real size and distances look right: a braking board 100 metres away looks 100 metres away. When the game shows a wider view than your screen covers, everything shrinks and the car feels slower and further from the corners than it is.

The calculator works out the angle your screen covers and gives you that angle in the format your game asks for.

Horizontal or vertical: why games ask for different numbers

Games measure FOV along different edges of the screen. iRacing asks for the horizontal angle. Assetto Corsa, ACC, rFactor 2 and Le Mans Ultimate ask for the vertical angle. The same 27-inch screen at 60 cm is about 53° horizontal and about 31° vertical, so typing the wrong one makes a big difference.

This is the most common mistake we see in forum threads, and some calculators contradict themselves on it. Here is what each supported game uses and where we confirmed it:

GameFOV typeWhere to set itSources
iRacing
Checked
HorizontalSettings → Display → MonitoriRacing Support: Setting Up Three Monitors; Trophi.ai: iRacing FOV
Assetto Corsa
Checked
VerticalVideo settings (in Content Manager or the original launcher)Driver61: FOV in AC and ACC; Trophi.ai: FOV in AC and ACC
Assetto Corsa Competizione
Checked
VerticalPause menu → View Settings → FOVDriver61: FOV in AC and ACC; Trophi.ai: FOV in AC and ACC
Le Mans Ultimate
Checked
VerticalSettings → Graphics → Visuals → Vertical FOVRaceControl: LMU FOV and seating; SimRacingCockpit: LMU triple screen setup
rFactor 2
Checked
VerticalIn-game graphics / view settings (vertical FOV)OverTake: Proper triple screen setup
Assetto Corsa EVO
Community
VerticalView / camera settingsDan Suzuki FOV calculator notes
Automobilista 2
Community
HorizontalIn-game camera / FOV settingsReiza forum: FOV, triple screens & immersion

Checked means official documentation or several independent guides agree. Community means the value comes from player reports, sources disagree, or the game is in early access. Try it on track and adjust if needed.

Games we have not published numbers for yet

We only publish a value once we can back it up. These are still being checked:

  • F1 25: Uses a slider without degrees. Published conversions disagree, so we are testing before we publish one.
  • EA Sports WRC: Slider from 0 to 100. Players report it does not map evenly to degrees.
  • RaceRoom: Its FOV handling has changed over the years and current guides disagree on the axis.
  • BeamNG.drive: Set in Options → Camera → FOV Tuning; guides disagree on the axis.
  • Euro Truck Simulator 2: Players mostly adjust the view by moving the seat; we are confirming the axis.
  • Gran Turismo 7 and Forza Motorsport: No free FOV value in cockpit view, so a calculator number cannot be entered.

Triple screens: side angle and bezels

On a triple setup, each side screen should face your eyes square-on, from the same distance as the centre screen. When it does, straight lines such as the pit wall run straight across all three screens.

That happens when each side screen is turned toward you by the same angle one screen covers from your seat. For three 27-inch 16:9 screens at 60 cm with thin bezels, that is about 53°. The calculator works this out for you, including bezels and curved panels, and the triple screen angle calculator adds a tape-measure check so you can set the angle without a protractor.

Enter the bezel width of one edge, measured from the edge of the picture to the edge of the frame. Two bezels sit between each pair of screens, and the calculator accounts for both.

Curved and ultrawide monitors

A curved screen wraps its edges toward you, so it covers a wider angle than a flat screen of the same size at the same distance. A 34-inch 21:9 monitor at 70 cm covers about 59° when flat and about 62° with a 1500R curve. Choose your curve rating in the calculator and it does the geometry for you.

Ultrawide (21:9) and super ultrawide (32:9) screens are handled as a single screen. Vertical FOV is measured at the centre of the screen, which is what Assetto Corsa, ACC and LMU expect.

Why the correct FOV can feel slow at first

Most games ship with a wide default view so you can see the whole cockpit. After switching to the correct value, the view looks zoomed in and the car can feel slower, because you are no longer seeing a shrunken world. Give it a few sessions before you judge it.

If you want to see more, the better fix is physical: move the screen closer or use a bigger one. The planner above shows how close you need to sit, or what size you need, for the FOV you want. Many drivers settle a little above the calculated value as a compromise, and that is a personal choice.

Step-by-step guides for each game

FAQ

What FOV should I use for sim racing?

Use the value that matches the angle your screen covers from your seat. The calculator above gives it for your exact screen and distance. There is no single right number for everyone, because it depends on your screen size and how far you sit.

Should I use the same FOV in every game?

The angle your screen covers is the same, but games ask for it in different ways. iRacing wants the horizontal angle, while Assetto Corsa, ACC, rFactor 2 and LMU want the vertical angle. Pick your game in the calculator to get the right one.

Why does the correct FOV look so zoomed in?

Default game views are much wider than most screens can show at real scale, so you are used to a shrunken world. At the correct FOV, objects are life-size for your screen. Most drivers adjust within a few sessions.

How do I measure the distance to my screen?

Sit in your driving position and measure from between your eyes straight to the centre of the screen. On triples, measure to the centre screen.

Does this calculator work for curved and ultrawide monitors?

Yes. Choose 21:9 or 32:9 for ultrawides and pick your curve rating, such as 1000R or 1800R. The calculator uses the real curved geometry instead of treating the screen as flat.

What angle should my triple side screens be at?

Turn each side screen toward you by the angle one screen covers from your seat, so it faces your eyes square-on. Select Triple in the calculator to get the number for your setup, or use the triple screen angle calculator for a tape-measure check.

Last reviewed October 2026. See how we calculate for formulas and sources.