Sim racing FOV is not a preference. It is a number you can measure with a tape, and the formula fits on a sticky note: horizontal FOV equals two times the arctangent of (half your screen width divided by your eye-to-screen distance). For a single 27-inch monitor sitting two feet from your face, that comes out to roughly 52 degrees horizontal, about 31 degrees vertical. Most people are running 75 to 90 because that is what the sim handed them on first launch, and that is why the correct number looks like a mistake the first time you try it.
Set it anyway. Give it a full week, not a single session. Nearly everyone who sticks it out ends up faster and more consistent, and the people who revert after ten minutes are reacting to the loss of sense-of-speed, which is a feeling and not a lap time. I will walk through the math, the worked numbers for the common setups, which sims want vertical versus horizontal, and the two or three legitimate reasons to cheat the number upward once you know what you are giving up.
What FOV actually is, and what the sim is faking
Field of view in a sim is the angular slice of the virtual world that gets drawn on your screen. The sim then stretches that slice to fill whatever panel you own. If you ask for 90 degrees of world and your monitor only occupies 52 degrees of your actual vision, the sim has to compress 90 degrees into 52. Everything far away looks smaller and further off than it would through a real windscreen. The braking board you think is 100 metres away is closer to 60. Corners look lazier than they are. Then the car arrives at the apex sooner than your brain predicted, and you call it understeer.
The flip side is the sense of speed. Compressing more world into the same space means scenery streams past the edges faster, and the sim feels quick and exciting. That is the entire reason default FOVs are high. Game designers want the first lap to feel like a lap, not like driving a bus in fog. It is a demo-floor setting.
Correct FOV means the angular size of objects on screen matches what they would be if the monitor were a window into the car. Nothing more. Distances line up. Your sense of how much lock a corner needs stops being a guess.
The formula
You need two measurements, taken with a tape measure, not estimated from the chair.
- Screen width (the visible panel, not the bezel). For 16:9 panels: 24-inch is about 20.9 inches wide, 27-inch about 23.5, 32-inch about 27.9. A 34-inch 21:9 ultrawide is about 31.4 inches wide. A 49-inch 32:9 is about 47.
- Distance from your eyeballs to the screen surface, measured while you are actually sat in your driving position. Not from the seat back, not from the desk edge. People get this wrong by six inches all the time, then wonder why the calculator output looks absurd.
Then:
horizontal FOV = 2 × atan( (screen width / 2) / eye distance )
vertical FOV = 2 × atan( (screen height / 2) / eye distance )
On a phone calculator, divide half the width by the distance, hit tan⁻¹ (make sure it is in degrees, not radians), double it. Done. If you would rather not do trig at midnight, the Dinex86 FOV calculator and the projectimmersion.com one both just take dimensions and spit out per-sim values. iRacing has its own built in under Options, Graphics: enter screen size and distance, and it fills the FOV box for you.
A curved panel changes this by a degree or two at most. Measure to the centre of the screen and stop worrying about it.
Worked numbers for the setups people actually own
| Setup | Eye distance | Horizontal FOV | Vertical FOV |
|---|---|---|---|
| 27" 16:9 | 24 in | ~52° | ~31° |
| 27" 16:9 | 18 in | ~66° | ~40° |
| 32" 16:9 | 26 in | ~56° | ~34° |
| 34" 21:9 ultrawide | 24 in | ~66° | ~31° |
| 49" 32:9 super ultrawide | 24 in | ~89° | ~31° |
| Triple 27" 16:9, angled | 24 in | ~156° | ~31° |
Two things jump out. First, moving a 27-inch monitor from 24 inches to 18 inches buys you 14 degrees of horizontal view for free. A monitor arm or a rig-mounted stand that lets you pull the panel in is the single highest-value FOV purchase there is, and it costs a fraction of a bigger screen. Second, the super ultrawide has the same vertical FOV as the 27-inch at the same distance. It gives you more road to the sides. It does not make the road ahead any bigger. A lot of people buy the 49-incher expecting the whole picture to grow.
Triples are where the formula gets fun. The angle between your centre and side screens should equal the per-screen horizontal FOV, so with 27s at 24 inches you angle the sides inward by about 52 degrees from the centre plane. Get that angle wrong and straight lines develop a kink at the bezel. iRacing will warn you about this; most other sims will just let the horizon bend and leave you to notice. Measure the angle with a protractor app or by checking that the inner bezel edges sit at the same distance from your eye as the centre screen. Next Level Racing and Trak Racer both sell freestanding triple stands with locking angle adjusters that make this a five-minute job instead of an evening with clamps.
Vertical or horizontal: which number does your sim want?
This trips up more people than the trig does. Punch a horizontal value into a vertical box and you get a 52-degree vertical, which on a 16:9 screen is roughly 80 horizontal, which is back where you started.
iRacing, Assetto Corsa, Assetto Corsa Competizione, rFactor 2 and Le Mans Ultimate all take vertical FOV. Automobilista 2 and the Project CARS lineage take vertical too. Forza Motorsport uses a horizontal-ish slider that does not map cleanly to a 16:9 vertical, so use a calculator that supports it. BeamNG takes vertical in degrees but will happily accept almost anything.
Gran Turismo 7 does not take degrees at all. It has a narrow-to-wide camera slider in cockpit view, and the narrowest setting is still wider than correct for a single screen at normal couch distance. On a PS5 you set it to narrow, put the TV as close as the living room allows, and accept it. The F1 games are similar: an offset slider from minus one to plus one with no stated angle. Pull it all the way down and move on.
For triples, iRacing and rF2 let you input per-screen dimensions and angles and do the projection properly, which is the only way to get the side screens rendered without fisheye stretch. ACC and Le Mans Ultimate still render triples as one wide image unless you use their triple-screen modes, and even then the implementation is rougher. If triples are your end goal, that alone is a point toward iRacing.
Why it feels wrong for a week
The first lap at a correct FOV on a single 27-inch is grim. The dash takes up a third of the screen. The mirrors are gone. The road looks like a slot through a letterbox, and 200 km/h on the Mulsanne feels like 110. Your brain has spent years learning that the sim’s default is what driving looks like, and now it is being told that this cramped tunnel is right.
What you are losing is peripheral information that a real driver gets from a 180-degree-plus field of view on a windscreen that is physically wider than any monitor. There is no fix for that on a single screen. What you are gaining is scale. After three or four sessions, braking markers settle into the right place without conscious effort. Trail-braking into Spa’s Les Combes, where the entry is faster than it looks and the apex arrives abruptly at a high FOV, becomes something you can judge from the way the kerb grows in the frame. Slow corners stop feeling like you are steering a shopping trolley.
Consistency shows up before pace does. Lap times drop maybe a tenth or two, which is nothing. The spread between your best and your average tightens a lot, which is everything in a race.
Then there is the argument that never ends on r/simracing, where every week someone posts “I know the math FOV is correct but 65 feels better and I am faster.” They probably are faster, for now, on the FOV their muscle memory was built on. Switching costs you a week of slow. The payoff is on the far side of that week, and plenty of people never cross it. If you race once a fortnight for fun and have no interest in grinding iRating, running a comfort FOV is a perfectly reasonable choice. Just stop calling it correct.
The cheats that are acceptable, and the ones that are not
Bumping the number 10 to 15 percent above calculated is a common compromise. On a 27-inch at 24 inches, that takes vertical from 31 to about 35. You lose a little scale accuracy and regain enough width to catch a car at your rear quarter. That is a defensible trade. Going to 50 or 60 vertical on a single 16:9 panel is not a compromise. It is just the default again with a story attached.
Enable the virtual mirror. Every serious sim has one, and at a correct FOV the in-car mirrors are either off-screen or the size of a stamp. The virtual mirror is the single thing that makes a low FOV liveable in traffic. In iRacing it is a toggle in the options; ACC and LMU have it under HUD settings. Use it, and add the relative or proximity radar on top if the sim offers one.
Lower the seat view. Most sims let you move the camera forward and down inside the cockpit without touching FOV. Pushing the eye point forward brings the dash and the A-pillar out of the frame and fills more of the screen with road. It does not change scale, so it is free.
The cheat that is not fine is “I’ll just make the monitor further away and run a wider FOV.” That makes everything worse in both directions.
Does this mean you should buy a bigger monitor?
Not necessarily, and I will try to talk you out of it before I talk you into it.
The number that matters is screen width divided by distance. A 27-inch panel at 18 inches on a monitor arm beats a 32-inch at 28 inches on the far side of a deep desk. Before you spend a cent on a panel, measure how close you can physically get the screen you already own. A basic gas-spring arm is around $30 to $60 and often solves the problem outright. If your rig has a monitor mount, pull it as far back toward you as the wheel allows.
If you have already done that and are still staring through a slot, then a wider panel is the honest next step. A 34-inch 1440p ultrawide like the LG UltraGear 34GP83A or the Samsung Odyssey G5 34 gets you into the high 60s at desk distance and still runs on a mid-range GPU. The 49-inch class (Samsung Odyssey G9) lands near 90 degrees horizontal at a normal distance, which is the first point where a single screen starts to feel like a windscreen instead of a window, at the cost of three times the pixels and a price around $900 to $1,300 depending on the generation. Triples on three cheap 27-inch 1080p panels cost about the same as one G9, give you 150-plus degrees, and are the setup most of the fast single-screen converts end up on. They also need a GPU that can push three times 1080p at a stable frame rate and a stand that does not wobble when the direct drive wheel is kicking. A desk-clamped triple on a flexing desk is a special kind of misery.
VR sidesteps all of this. FOV is fixed by the headset and is roughly correct by construction. That is the actual argument for VR in sim racing, more than immersion, and it is why VR converts tend not to come back even with headsets that are worse than a good monitor in every other measurable way.
FAQ
What FOV do pro sim racers use? Mostly the calculated value or within a few degrees of it, on triples. The top iRacing and ACC drivers almost universally run triples at correct or near-correct per-screen FOV, because at that level a consistent sense of distance is worth more than any sense of speed. The handful running single screens at a high FOV are usually content creators who need the viewer to see what is going on.
Is a higher FOV faster or slower? Slower over a season, sometimes faster in the first session after you change it because that is what your reflexes are tuned for. Higher FOV makes you brake late by compressing distance and makes slow corners feel slower than they are. The one place it can help is racecraft in a pack, because you can see more of your flanks. The virtual mirror and a radar app close most of that gap.
Should I use the same FOV in every sim? If the sims all take vertical FOV, yes, since the number depends on your screen and seating position, not the game. If you have different seating positions for different sims (couch for GT7, rig for iRacing), measure both and keep two numbers. Write them on tape under the monitor so you stop guessing after every reinstall.
Before you buy anything
Tape measure, eyes to screen, in your driving position. Do the trig or paste the numbers into a calculator. Set the result in the vertical box, turn on the virtual mirror, and race ten sessions before you judge it.
Buy a monitor arm if your screen cannot get within about 20 inches of your face. Buy a 34-inch ultrawide if you have the arm and are still under 60 degrees horizontal and your GPU is a 3070 or better. Skip the 49-inch unless you have the desk depth and the card to feed it. Skip triples entirely unless you are willing to sort a proper stand, because a wobbly triple is worse than a solid single. And if the first lap at correct FOV makes you want to revert, that is the expected reaction, not evidence that the math is wrong.
