Racing maths · field of view

Sim Racing FOV Calculator

Works out the field of view your screen really covers from your seat, in the number each racing game asks for.

Sim racing field of viewGeometry · per-game units · local
Screens
Eyes to screen
Seen from above. Move the screen closer and the angle widens; that angle is the field of view the game should use.
Horizontal FOV—Across the whole view
Vertical FOV—Top to bottom
Side screen angle—Three screens only
Screen width—Visible panel

What to enter in each game

GameThe game asks forEnter
iRacingHorizontal, degrees—
Automobilista 2 · Project CARS 2Horizontal, degrees—
Euro Truck Simulator 2 · American Truck SimulatorHorizontal, degrees—
Assetto Corsa · Assetto Corsa CompetizioneVertical, degrees—
rFactor 2 · Le Mans Ultimate · AutomobilistaVertical, degrees—
DiRT Rally · DiRT Rally 2.0Vertical × 2, degrees—
F1 23 · F1 24 · F1 25Slider steps from 77° horizontal—
EA Sports WRCSlider steps from 18° vertical—

A correct field of view feels slow at first, because the scenery now moves at the speed it would through a real windscreen. Braking points become easier to judge; give it a few sessions before widening it again. With three screens, also enter the side screen angle wherever the game asks for it.

Wheel rotation

Lock to lock——

Twice the lock times the ratio: a 12:1 rack with 20° of lock needs 480° from lock to lock. Many sims apply each car’s lock for you when the wheel base is set to its full range, so this is for games and cars where they do not.

Inputs are valid. Result recalculated locally.
Words on this page
Field of view (FOV)

How wide an angle the game shows. Horizontal FOV is measured side to side, vertical FOV top to bottom; the same view gives two different numbers, and each game asks for one of them.

What the result actually measures

The angle your screen really covers from where your eyes are: 2 × atan(half the screen width ÷ distance). A curved screen is treated as an arc of its radius, and triple screens as the centre screen turned about your eyes by its own angle, so each side screen begins where the centre one ends. The result is then written in each game’s own unit.

Measurement boundary: This is the geometrically correct view, not a rule. Some drivers widen it for awareness at the cost of judging speed and distance. Game units change between versions; if a value looks wrong in a new release, compare it with the game’s own FOV readout.

How to interpret the output

Horizontal or vertical

iRacing, Automobilista 2 and the truck simulators take the horizontal angle; Assetto Corsa, ACC, rFactor 2 and Le Mans Ultimate take the vertical one. The same view gives two very different numbers, which is why a value copied from another game looks wrong.

Why the correct view feels narrow

On a 27-inch screen at 70 cm the correct horizontal view is under 50°, far narrower than the 90° or more many games start with. The car then appears at its real size, and speed and braking distances read as they would from a real seat.

Side screen angle

With three screens, each side screen turns by the same angle the centre one covers. Set that angle in the game wherever it asks, and angle the screens on the desk to match.

Troubleshooting unexpected results

The view looks zoomed in

That is the correct view at a normal desk distance. Move the screen closer to widen it for real, or use a bigger screen; widening the FOV in the game only shrinks everything instead.

The game will not accept the value

Some games limit the range. The table marks values at the game’s limit; there, move the screen closer or accept the nearest value the game allows.

Frequently asked questions

What FOV should I use in iRacing?

The horizontal value from the calculator for your screen and seating distance. For a 27-inch 16:9 screen at 70 cm that is about 46°.

Does ACC use horizontal or vertical FOV?

Vertical. Assetto Corsa and Assetto Corsa Competizione both take the vertical angle, so their number is much smaller than iRacing’s for the same screen.

How do F1 23, F1 24 and F1 25 FOV sliders work?

The slider counts steps from 77° horizontal, 2° per step, between −20 and +20. The calculator gives the step, so a correct view on a desk screen is usually well into the negative numbers.

How far should the wheel rotate?

Twice the car’s front wheel lock times its steering ratio: 480° lock to lock for a 12:1 ratio with 20° of lock. Many sims set this per car when the wheel base is at its full range.