Sim Racing FOV Calculator (iRacing, ACC, AMS2 & More)

Wrong field of view is the single most common hidden mistake in sim racing. Run it too wide and the world looks like a fish-eye lens — braking points rush at you, speed feels fake, and your references never settle. This sim racing FOV calculator gives you the correct horizontal and vertical field of view for your exact monitor and seating distance, then converts it to the right value for iRacing, Assetto Corsa, ACC, Automobilista 2, Le Mans Ultimate and more.
Measure the distance from your eyes to the screen with a tape measure (not your arm), enter your monitor details, and copy the value into your sim. That's it — a realistic FOV is free lap time.
Your setup
Tape-measure from your eyes to the screen, seated in your driving position — distance is by far the biggest factor in the result.
| Game | Uses | FOV |
|---|---|---|
| iRacing On triples: Combined value across all three screens — the full span, not one panel. This is why iRacing triple users run figures past 150°, where a single screen is nearer 60°. | H-FOV | — |
| Assetto Corsa On triples: Unchanged — vertical FOV doesn't widen across side-by-side screens. | V-FOV | — |
| Assetto Corsa Competizione On triples: Unchanged — vertical FOV doesn't widen across side-by-side screens. | V-FOV | — |
| Assetto Corsa EVO On triples: Unchanged — vertical FOV doesn't widen across side-by-side screens. | V-FOV | — |
| Automobilista 2 On triples: Single-screen value even on triples — the Madness engine wants one panel's figure, the opposite of iRacing despite both being H-FOV. | H-FOV | — |
| Le Mans Ultimate On triples: Unchanged — vertical FOV doesn't widen across side-by-side screens. | V-FOV | — |
| Euro Truck Simulator 2 / ATS On triples: Combined value — it stretches one image across all three screens instead of rendering them separately, so the wide figure is the one to enter. | H-FOV | — |
| DiRT Rally 1 / 2 Config-file value: the engine halves it internally, so enter double the vertical angle. On triples: Unchanged — it reads a vertical figure, which side-by-side screens don't widen. | V-FOV ×2 | — |
| EA Sports WRC In-game slider from 0 to 100, where 0 is 18° vertical — not degrees. On triples: Unchanged — the slider maps to a vertical angle, which triples don't widen. | Slider | — |
| F1 24 / F1 25 In-game slider from -20 to +20, where 0 is 77° horizontal — not degrees. On triples: No native triple-screen support. | Slider | — |
If the correct value feels zoomed-in at first, that's normal — true scale always looks narrower than the wide game defaults, because a single screen can't give you peripheral vision. Drive a few sessions before judging it; your braking points and sense of speed will sharpen. If you still can't live with it, widen it a few degrees knowingly rather than doubling it.
Built by GitGud Racing Academy. The single-screen figure is exact geometry — FOV = 2·atan(half screen width ÷ eye-to-screen distance) — the same formula every accurate calculator uses; small differences you may see between sites come down to rounding and input assumptions, not the maths. Credit to the open FOV calculators that paved the way: simracingcockpit.gg and dinex86's Modern FOV Calculator.
How to use the FOV calculator
- Aspect ratio & screen size — the physical shape and diagonal of one monitor.
- Distance to screen — eyes to the centre of the screen, measured with a tape. This is the biggest variable, so get it right.
- Single or triple — on triples the calculator gives each sim its own answer, because the convention does not decide it: iRacing takes the combined span across all three panels while Automobilista 2 takes the single-screen figure — both are horizontal-FOV sims, so the convention tells you nothing. Vertical-FOV sims (Assetto Corsa, ACC, AC EVO, Le Mans Ultimate) keep the single-screen value because vertical FOV doesn’t change across side-by-side monitors, and a sim stretching one image over all three (ETS2/ATS, or Surround without native support) takes the combined figure too. Each side monitor is angled in by the angle shown.
- Curved & bezel — a curve widens the usable view slightly (the figure is an estimate); bezel thickness affects the triple-screen geometry.
Then find your sim in the table and copy that value into its FOV setting.
Why correct FOV makes you faster
A realistic FOV renders the world at true scale, so distances, closing speeds and apexes match reality. That's what lets you build repeatable braking and turn-in references — the foundation of consistency. Too wide a FOV (the default in most sims) shrinks everything and tricks you into braking early and carrying less speed. It feels faster; it's slower.
Horizontal vs vertical FOV — why the same setup gives two numbers
Because your screen is wider than it is tall, the horizontal angle is always larger than the vertical one. Sims don't agree on which they ask for: some use horizontal degrees, some vertical, and a few use a halved or scaled value. That's why "45" in one sim is not "45" in another — you have to use the value for your sim. The table above does that conversion for you. (Game FOV conventions can change with updates; double-check against your sim's current options if a value looks off.)
Sim racing FOV calculator FAQ
What is the correct FOV for sim racing?
The correct FOV is the angle that renders the cockpit and track at true real-world scale for your exact screen size and seating distance, so distances and closing speeds match reality. There is no single magic number: it depends entirely on how big your monitor is and how far your eyes sit from it. Measure that distance with a tape, enter your monitor details into the calculator above, and use the value it gives for your specific sim.
How do I calculate FOV for a single monitor?
Measure the straight-line distance from your eyes to the centre of the screen with a tape measure, not by guessing or using your arm, since this is the biggest variable. Enter that distance plus your monitor's aspect ratio and diagonal size into the calculator above. It returns the correct horizontal and vertical angle and converts it to the right number for each sim. Sitting closer to the screen allows a wider correct FOV; sitting further back narrows it.
Why does sim racing feel slower with the correct FOV?
A wide default FOV shrinks everything on screen, which fools you into thinking you have more time, so you brake early and carry less speed; it feels fast but is actually slower. The correct FOV renders the world at true scale, so apexes and braking zones arrive at realistic distances. It can feel claustrophobic and quick at first, but that accuracy is what lets you build repeatable references. Give it a few sessions before judging it.
What FOV should I use for ACC and iRacing?
There is no universal degree value because the right number depends on your monitor size and seating distance, and these two sims even read FOV differently. ACC uses a vertical-FOV convention, while iRacing uses horizontal, so the same physical setup produces two different numbers. Enter your screen and distance into the calculator above and copy the value it lists specifically for ACC or for iRacing. Do not reuse one sim's number in the other, as that is the classic mistake.
Is triple screen better than a single monitor for FOV?
Triple screens let you run a correct, true-scale FOV while still seeing your mirrors and apex through the side glass, which a single monitor cannot do without feeling like a narrow letterbox. On a single screen the correct FOV is often uncomfortably tight, so many drivers compromise. Triples remove that trade-off, but the number you enter is where almost everyone goes wrong, and the horizontal-versus-vertical convention is no guide to it. iRacing wants the combined span across all three panels, which is why iRacing triple users run figures past 150 degrees where a single screen is nearer 60. Automobilista 2 is also a horizontal-FOV sim with native triple rendering and wants the opposite: the single-screen value. Vertical-FOV sims such as Assetto Corsa, ACC and Le Mans Ultimate keep the single-screen number, because vertical FOV does not widen when you add screens side by side. The table above gives each sim its own answer, and each side monitor must be angled inward by the angle the calculator gives.
How far should I sit from my monitor for sim racing?
There is no single ideal distance, because the FOV you can run depends on the combination of monitor size and seating distance, not the distance alone. As a rough guide, many sim racers sit roughly an arm's length from a single 27 to 32 inch screen, but you should measure your actual eye-to-screen distance with a tape and feed it into the calculator above. Sitting closer simply lets you run a wider correct FOV without the picture shrinking.
This guide is part of the free library at GitGud Racing Academy — an online sim racing academy built around weekly lap reviews, structured courses, drills and training tools.
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