FOV calculator
Lock any 2 of screen size, viewing distance, or FOV — the others are computed automatically.
Lock the values you know (2 of 4 locked)
| Game | Default HFOV | Default VFOV | Note |
|---|---|---|---|
| CS2 / Valorant | 106.26° | 73.74° | Fixed 106 HFOV at 16:9, varies with aspect ratio |
| Apex Legends | 110° | 70° | Slider 70-110, default 70 (70 is vFOV) |
| Overwatch 2 | 103° | 71° | Slider 80-103 HFOV |
| Fortnite | 80° | 59° | Default 80 HFOV (slider available) |
| Battlefield 2042 | 95° | 65° | Default 74-105 vFOV |
| Call of Duty | 120° | 80° | 80-120 FOV slider |
| Escape from Tarkov | 75° | 59° | 50-75 vFOV |
| Rainbow Six Siege | 90° | 59° | 60-90 FOV slider |
FOV uses HFOV = 2 · atan(W / 2D) where W is screen width and D is viewing distance. VFOV = 2 · atan(tan(HFOV/2) / aspect). This gives your physical field of view, which may differ from in-game FOV settings.
Field of view is a property of your desk before it is a setting in a game: a screen of a given width at a given distance covers one specific angle of your vision, and every FOV argument is really an argument about that angle. This calculator solves the relationship in any direction. Lock the two values you know — screen size and viewing distance, say, or a FOV you already run and the distance you sit at — and it computes the rest, then breaks the answer out into horizontal, vertical and diagonal degrees so you can carry it into whichever game you are configuring. A drawn diagram shows the cone your screen actually occupies, and a reference table lists the default and adjustable ranges for eight popular shooters. For sim racing, where each title uses a different axis and a different menu, the per-game pages linked below give the exact value and menu path instead.
Key facts about FOV calculator
| What it solves | Four related quantities — game FOV, viewing FOV, screen size and viewing distance — of which any two locked ones determine the rest. |
|---|---|
| Core equation | hFOV = 2 x atan(W / 2D), where W is the visible width of the screen and D is the distance from your eye to it. |
| Vertical conversion | vFOV = 2 x atan(tan(hFOV / 2) / aspect), which is why the vertical figure is always the smaller on a landscape screen. |
| Aspect ratios offered | 16:9, 16:10, 21:9, 32:9, 4:3 and 3:2 on the lock-based solver. |
| Units | Screen size in diagonal inches, viewing distance in centimetres, every angle in degrees. |
| Worked example | A 27-inch 16:9 panel at 65 cm covers 49.4 degrees horizontally, 29.0 vertically and 55.6 diagonally. |
| Diagram | An inline SVG draws the cone from your eye to the screen with the horizontal angle and the distance labelled — no canvas, no image file. |
| Reference table | Default horizontal and vertical values plus the adjustable range for CS2 and Valorant, Apex Legends, Overwatch 2, Fortnite, Battlefield 2042, Call of Duty, Escape from Tarkov and Rainbow Six Siege. |
| Lock rule | Exactly two inputs stay locked at a time; unlocking a third is refused with a message rather than silently producing an unsolvable set. |
| Game FOV and viewing FOV | The solver treats both as horizontal degrees, so locking one sets the other. Games that take vertical degrees need the vertical figure from the results row instead. |
| Not covered here | Per-game menu paths, unit quirks and range clamps — those live on the sim-racing pages, because there is no single answer that is true of every title. |
What happens to your file
Nothing is uploaded, because nothing is uploaded-shaped: the only inputs are four numbers and an aspect ratio. Every result comes from JavaScript arithmetic running in this tab, the diagram is an inline SVG drawn from those same numbers, and the reference table is a static array shipped with the page. There is no request to any server, no storage, and no analytics on what you type. Close the tab and the numbers are gone.
About this tool
- 1
Decide what you know
The usual case is screen size and viewing distance, which are locked by default. If you instead know the FOV you want and the screen you have, lock those two and let the distance be computed.
- 2
Lock exactly two
Use the padlock beside each field. Locking a third is refused, because the geometry is fully determined by two of the four values plus the aspect ratio.
- 3
Pick the aspect ratio
This changes the vertical and diagonal results substantially. A 21:9 panel of the same diagonal is wider and shorter than a 16:9 one, so its vertical angle is smaller.
- 4
Read the three angles
The results row gives horizontal, vertical and diagonal degrees. Which one you need depends on the game — most shooters take horizontal, several racing sims take vertical.
- 5
Check the diagram
The cone shows the angle your screen physically occupies at the distance you entered. If it looks implausibly wide, the distance is probably wrong.
- 6
Use the reference table
The table lists defaults and adjustable ranges for eight popular titles, which is enough to see whether the value you need is even reachable in that game's menu.
| Inputs | Game FOV in degrees, viewing FOV in degrees, screen size in diagonal inches (1 to 200), viewing distance in centimetres (1 to 500), and an aspect ratio. |
|---|---|
| Outputs | Horizontal, vertical and diagonal FOV to one decimal, plus the visible screen width in centimetres. |
| Solver requirement | Two of the four values must be locked. With fewer, the page says so rather than showing a guess. |
| Angle limits | FOV fields accept 1 to 179 degrees; the geometry breaks down at 180, where the screen would have to be infinitely wide. |
| Browser support | Any browser with JavaScript. No canvas, no WebAssembly, no permissions requested. |
| Offline | Works with no network once the page has loaded. |
| Account or install | None — no signup, no extension, nothing to download. |
- Measure eye to screen rather than desk to screen. The difference is often 10 cm, which is worth three or four degrees.
- A wider FOV than your geometry supports draws the world smaller than life, which reads as the game feeling slow; a narrower one exaggerates speed and hides the periphery.
- Horizontal and vertical degrees are not interchangeable. On a 16:9 screen the horizontal figure is roughly twenty degrees larger at typical desk distances.
- Ultrawide monitors buy width, not scale: at the same distance the vertical angle is unchanged, so a vertical-FOV game will want the same number it wanted before.
- If a game clamps the value you need, the fix is physical — move closer, or use a larger screen — not a compromise value.
- For sim racing, use the per-game pages below instead: each title uses a different axis and menu path, and getting that wrong costs more than any rounding here.
- Working out the angle your monitor actually covers before arguing about what FOV to run.
- Converting a horizontal FOV from one game into the vertical figure another game expects.
- Finding the viewing distance at which a given screen would produce a FOV you already like.
- Checking whether an ultrawide upgrade changes the vertical angle at all, which it does not at the same distance.
- Comparing the default and adjustable FOV ranges of eight shooters in one table before deciding which to change.
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