Free FOV calculator
FOV calculator for every screen shape
Type an angle, say whether it was measured across the width, the height or the corners, and you get all three on the screen you are moving to: 90 degrees on 16:9 opens out to 106.69 degrees of width on a 3440 × 1440 ultrawide once the engine has added the extra scenery. Two multipliers come with the answer — how much more world fits across the picture, and how much that picture is magnified, and it is the second one that says whether your aim will need retuning afterwards. Which of the two widening conventions your build uses is the thing no web page can look up, so both are computed and the choice stays with you.
- 100% free
- No signup
- 9 screen shapes
- Hor+ and Vert-
- Width, height, diagonal
The number you have
The screen it is going to
Horizontal Plus is what almost every modern engine does, and the choice is the game engine’s rather than yours. Vertical Minus survives in older titles and in a few competitive shooters, and it is the reason an ultrawide can leave you seeing less than the person on a laptop.
Horizontal on the target screen
106.69degrees
tan(29.36°) × 2.3889 = tan(53.34°)
Nothing here alters what a full rotation costs you in mouse movement. If aim still feels wrong after the switch, the setting to check is in the sensitivity converter, not this page.
What the slider means in six games
Every one of these is labeled field of view, and no two of them are the same quantity. The last column reduces each to the horizontal angle it produces on an ordinary 16:9 screen, which is the only way to compare them.
| Game | What the number is | Range | Horizontal on 16:9 |
|---|---|---|---|
| Counter-Strike 2 | horizontal, quoted on a 4:3 frame, then widened to fit the screen | locked at 90 | 106.26° |
| Team Fortress 2 | fov_desired, horizontal on a 4:3 frame | 75 to 90 | 91.31° to 106.26° |
| Apex Legends | horizontal on a 4:3 frame, inherited from the Source engine | 70 to 110 | 86.07° to 124.59° |
| Overwatch 2 | horizontal, already measured on a 16:9 frame | 80 to 103 | 80.00° to 103.00° |
| Valorant | horizontal on 16:9, with no setting to change it | locked at 103 | 103.00° |
| Minecraft | vertical — the only one of the six that is | 30 to 110 | 50.94° to 137.00° |
A 90 degree 16:9 setting on every other screen shape
One setting, nine panels, both scaling methods. The gap between the two columns is what people are actually arguing about when they argue about ultrawide monitors.
| Panel | Horizontal Plus — width you get | Vertical Minus — height you keep |
|---|---|---|
| 5:4 — 1280 × 1024 | 70.22° wide | 77.32° tall |
| 4:3 — 1600 × 1200 | 73.74° wide | 73.74° tall |
| 3:2 — 2256 × 1504 | 80.31° wide | 67.38° tall |
| 16:10 — 1920 × 1200 | 83.97° wide | 64.01° tall |
| 16:9 — 1920 × 1080 | 90.00° wide | 58.72° tall |
| 21:9 — 2560 × 1080 | 106.26° wide | 45.75° tall |
| 21:9 — 3440 × 1440 | 106.69° wide | 45.43° tall |
| 24:10 — 3840 × 1600 | 106.94° wide | 45.24° tall |
| 32:9 — 5120 × 1440 | 126.87° wide | 31.42° tall |
What this cannot tell you is which of the two methods your game uses, because nothing in a browser can read a game engine. The column you want is decided by the developer and is worth checking against a screenshot: load the same spot at 16:9 and at your own resolution, and if the top of the frame is in the same place, it is Horizontal Plus. Weapon models are a separate setting in most engines and do not follow the world field of view at all, which is why raising it can leave your hands looking stretched.
How to convert a field of view
Three decisions, and the first one is the one people get wrong.
Enter the angle and say which way it was measured
Most settings screens quote the width of the view, so Width is the button to leave selected. Minecraft is the common exception and quotes the height; headset and lens specifications almost always quote corner to corner, which is why a 110 degree headset does not look as wide as a 110 degree game. Getting this button wrong is the single biggest source of wrong answers, and it is wrong by around 30 degrees rather than by a rounding error.
Set the shape it was quoted on and the shape you are playing on
The first list is easy to skip and easy to get wrong: engines descended from Quake quote their setting on a 4:3 frame even though nobody has owned a 4:3 monitor for fifteen years, so a Source-family number belongs in that row rather than in 16:9. The second list is whatever is on your desk. Anything not in the nine presets goes in as a pixel width and height, which is all the ratio needs.
Pick the convention, then read the two multipliers
Horizontal Plus adds scenery at the sides and keeps the height; Vertical Minus keeps the width and slices the top and bottom off. To find out which one you have, take a screenshot from a fixed spot at 16:9 and another at your own resolution: if the horizon and the top of the frame sit where they did, the engine is Hor+. The two multipliers underneath then tell you what changed — how much more world is on screen, and whether anything is magnified enough to disturb your aim.
Technical specifications
| Identity behind every figure | tan(horizontal ÷ 2) = tan(vertical ÷ 2) × aspect ratio; the corner angle is the hypotenuse of the two tangents |
|---|---|
| Screen shapes preset | Nine, from 5:4 at 1.250 to 32:9 at 3.556, plus a pixel width and height for anything not listed |
| Axes accepted | Width, height and corner to corner, as input and as output — all three are reported for both frames |
| Hor+ conversion of a 90 degree 16:9 view | 106.69° on 3440 × 1440, 126.87° on 5120 × 1440, 83.97° on 1920 × 1200, 73.74° on 1600 × 1200 |
| Vert- conversion of the same view | Width stays at 90°; height falls from 58.72° to 45.43° on 3440 × 1440 and to 31.42° on 5120 × 1440 |
| Game conventions listed | Six titles reduced to their 16:9 width: Counter-Strike 2 at 106.26°, Valorant at 103°, Apex Legends up to 124.59°, Minecraft at 102.45° on its default |
| What it cannot determine | Which convention your build uses, and what your weapon model is rendered at — no browser can read a game engine, so both columns are shown and the choice is yours |
| Data kept | None; the form returns to 90 degrees, 16:9 in and 3440 × 1440 out, however many conversions you ran last time |
Frequently asked questions
What is the difference between Hor+ and Vert-?
Hor+ holds the vertical angle constant and lets the horizontal grow with the screen, so a wider monitor shows more of the world; Vert- holds the horizontal constant and takes the extra width out of the height, so a wider monitor shows the same scene with the top and bottom cropped. The names are the Widescreen Gaming Forum taxonomy and they describe the engine, not a setting you can pick. Nearly everything released since around 2010 is Hor+, but Vert- survives in older titles, in ports that assumed a fixed frame, and occasionally as a deliberate competitive decision so that a wide monitor confers no advantage.
Why does 90 in one game look wider than 90 in another?
Because half of them measure that 90 on a 4:3 frame and then widen it for your screen. Counter-Strike 2 is the well-known case: the locked value is 90 across a 4:3 picture, which on 16:9 becomes 106.26 degrees of actual width, while a game that quotes 90 on 16:9 directly gives you exactly 90. The gap is 16 degrees between two settings screens showing the same digits, and it is why any number copied from a video or a config file has to arrive with the frame it was measured on.
How much does an ultrawide monitor really add?
Under Hor+, a 3440 × 1440 panel shows 34.4 percent more world across than a 16:9 screen at the same setting, taking a 90 degree view out to 106.69 degrees. A 5120 × 1440 super-ultrawide is exactly twice the width of 16:9 at the same height, so it doubles the scenery and reaches 126.87 degrees. Under Vert- the trade goes the other way and is much less pleasant: the width stays at 90 degrees and the height collapses from 58.72 degrees to 45.43 on the 3440 panel and to 31.42 on the 5120 one, so you have paid for a monitor that shows you less sky than a laptop.
My game only offers a vertical slider. What matches my friend's horizontal number?
Enter their number with Width selected and the frame they play on, then read the Vertical row of the result — that is the figure to type into your own slider, provided you are both on the same aspect ratio. The relationship is not a fixed offset, so it has to be recomputed for every value: on 16:9 a horizontal 90 is a vertical 58.72, a horizontal 103 is a vertical 70.53, and a horizontal 120 is a vertical 88.51. Minecraft is the game people usually hit this with, and its default of 70 vertical is a horizontal 102.45.
Does a wider field of view cost frames?
Yes, and mostly on the processor rather than the graphics card. A wider view puts more objects inside the frustum, and each one still has to be culled, animated and submitted as a draw call, so the cost scales with scene complexity rather than with pixel count. In a busy scene the step from 90 to 120 degrees can take a double-digit percentage off the frame rate, which is a different bottleneck from the one a higher resolution creates. If your frame rate is already limited by the processor, raising the field of view is one of the more expensive settings you can touch.
Why do the edges look stretched at a high setting?
Because the projection is rectilinear, which keeps straight lines straight at the cost of spreading the edges of the frame over more pixels than the middle. The stretch is governed by a tangent, and a tangent grows without limit: doubling the angle from 60 to 120 degrees triples the width of world being flattened onto the same panel, and shapes near the border are visibly smeared. That is also why no slider reaches 180, where the tangent becomes infinite and the projection stops existing at all.
Do weapon models and scopes follow the same setting?
No, and this trips up almost everyone raising their field of view for the first time. Most engines render the first-person weapon with its own separate value, so widening the world view leaves the hands and gun looking stretched or shrunken until the second setting is matched to it. Aiming down sights is a third case: some games scale the zoomed view with your main setting and others hold it fixed, which decides whether your scoped aim changes when you touch the slider at all.
About field of view, aspect ratios and the two ways engines widen a picture
A field of view is not a length and does not divide the way a length does, which is where most of the confusion starts. Games render through a rectilinear projection — straight edges in the world stay straight on screen — and that projection is defined by a tangent: the half-width of the picture is proportional to the tangent of half the horizontal angle, the half-height to the tangent of half the vertical, and the ratio between them is exactly the aspect ratio of the screen. Everything on this page follows from that one relationship. It also explains the odd figures: the corner-to-corner angle of a 16:9 frame at 90 degrees wide is 97.85 rather than something between 90 and 58.72, because it is the hypotenuse of two tangents rather than an average of two angles. And because a tangent runs to infinity at 90 degrees, no setting can reach 180 — the geometry simply stops.
When a game meets a screen wider than the one it was designed around, it has to spend the extra pixels somewhere, and the Widescreen Gaming Forum named the two choices decades ago. Horizontal Plus holds the vertical angle and grows the horizontal, so a 3440 × 1440 panel shows 34.4 percent more world across than a 16:9 one and a 5120 × 1440 panel shows exactly twice as much. Vertical Minus holds the horizontal and takes the difference out of the height, which turns the same ultrawide purchase into a loss of 13.29 degrees of vertical view for no gain at all. The other historical wrinkle is where the number is quoted: Quake measured its setting on a 4:3 frame, the Source engine inherited that, and the descendants still do it, so the locked 90 in Counter-Strike 2 is really 106.26 degrees of width on any modern monitor. A value copied without its frame is a value copied wrong.
Two consequences are worth planning for before you drag the slider. The first is that a change of aspect ratio under Hor+ leaves the middle of the picture drawn exactly as it was, so aim carries over untouched — while a Vert- change magnifies everything and does disturb it, which is when the mouse sensitivity converter earns its keep and the aim trainer is the quickest way to feel whether it worked. The second is cost: a wider view puts more objects in front of the camera and is paid for in processor time, so it interacts with whatever is already limiting your frame rate — the bottleneck calculator is the place to find out which half of your machine that is, and a stream at a high setting carries more moving detail per frame, which the bitrate calculator turns into an upload figure. Two smaller traps close it out. Players who run a 4:3 resolution on a widescreen panel for a narrower, taller picture end up with black bars down both sides, and telling those apart from a panel fault takes a full black screen rather than guesswork. And a wider angle shrinks everything in the distance, so the enemy who was legible at 90 degrees may not be at 120 — a question of how large the panel is and how close you sit, which the monitor size comparison answers in inches rather than degrees.
What happens to the angles you type
Every number on this page is worked out by JavaScript running in the tab you are reading it in. Nothing you type, paste or open is uploaded, logged or kept, which is also why the tools carry on working after you disconnect from the network.
This page is arithmetic on four small numbers, and none of them leave the tab: an angle, two screen shapes and a choice of convention go into a handful of tangents and come back out as degrees. Nothing is stored, so a link you share carries no trace of your settings and the form greets the next visitor exactly as it greeted you.