Your current FOV

Convert to

Uses Hor+ scaling - the vertical view is kept constant and the horizontal view widens or narrows to fit the new aspect. This is what most modern PC games do, so a wider monitor shows more at the sides, not a stretched image.
118° horizontal
at the target aspect ratio
Source
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Target
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Games define FOV differently, so set the type correctly. Some use horizontal FOV (many shooters), some use vertical FOV (often labeled just "FOV" and common in newer engines and consoles), and a few older games tie their slider to a 4:3 base. This tool converts the angle you give it geometrically; it does not know each game's slider scale. If a converted number does not match in-game, your source game is likely using vertical FOV where you assumed horizontal, or vice versa - switch the type and re-check.

This calculator converts a game’s field of view between aspect ratios and between horizontal and vertical FOV. Enter your current FOV, say whether it is horizontal or vertical, pick your current aspect ratio, and choose a target - for example converting a 16:9 setting to a 21:9 or 32:9 ultrawide. It uses Hor+ scaling, holding the vertical view constant and widening the horizontal view, which is how most modern PC games behave.

The honest caveat: games define FOV differently. Some sliders are horizontal, some vertical, and a few old engines use a 4:3 base. The math here is exact geometry, so if a converted number does not match in-game, the usual reason is that your source game uses a different axis than you assumed - switch the horizontal/vertical type and re-check.

To work out a screen’s exact aspect ratio first, use the Aspect Ratio Calculator; a wider screen also renders more pixels, so size your GPU with the PC Bottleneck Calculator.

Worked examples

These are this calculator’s own outputs, computed with the same formula the tool runs in your browser — so you can see a real answer without touching a single input.

The page’s own default state, and the most common real case: a 16:9 player running 103° horizontal moves to a 2560x1080 ultrawide

  • Inputs: FOV = 103, type = Horizontal FOV, source aspect = 16:9 (1.7777777778), target aspect = 21:9 ultrawide 2560x1080 (2.3703703704)
  • Result: Headline reads 118.4° horizontal. Sub-line: “horizontal at 21:9 ultrawide (vertical FOV unchanged at 70.5°)”. Source box (16:9): 103.0° H / 70.5° V. Target box (21:9 ultrawide): 118.4° H / 70.5° V. Recommendation (Math.round applied): “Set your game to about 118° horizontal… keeps the vertical view at 70.5° and widens the horizontal view to 118.4°. If your game only has a vertical FOV slider, set it to 71° instead.”

A competitive shooter player at the classic 90° horizontal on 16:9 moving to a 5120x1440 super-ultrawide

  • Inputs: FOV = 90, type = Horizontal FOV, source aspect = 16:9 (1.7777777778), target aspect = 32:9 super-ultrawide 5120x1440 (3.5555555556)
  • Result: Headline reads 126.9° horizontal. Sub-line: “horizontal at 32:9 super-ultrawide (vertical FOV unchanged at 58.7°)”. Source box (16:9): 90.0° H / 58.7° V. Target box (32:9 super-ultrawide): 126.9° H / 58.7° V. Recommendation: “Set your game to about 127° horizontal… keeps the vertical view at 58.7° and widens the horizontal view to 126.9°. If your game only has a vertical FOV slider, set it to 59° instead.”

Horizontal versus vertical FOV

A single FOV number is ambiguous unless you know its axis. Horizontal FOV measures the angle across the screen’s width, vertical FOV across its height, and for the same scene they are linked by the aspect ratio: the wider the screen, the larger the horizontal figure is relative to the vertical. Many shooters expose horizontal FOV; a lot of newer and console-first engines expose vertical, sometimes labeled just “FOV.” That mismatch is the single most common reason a converted number does not match in-game, so if it looks off, switch the type and compare again.

Hor+ scaling and ultrawide

Most modern PC games use Hor+ (horizontal-plus) scaling: they hold the vertical field of view fixed and extend the horizontal to fill a wider screen. That is why a well-behaved game on an ultrawide shows more of the world at the sides rather than a stretched or zoomed image. The opposite, Vert- scaling, crops the top and bottom instead, which is what you get in games that do not properly support ultrawide. This tool uses Hor+, so converting a 16:9 setting to 21:9 holds the vertical view steady and widens the horizontal, matching how a correct game behaves.

What FOV to actually use

There is no single right value, but some anchors help. On 16:9, many players land between 90 and 105 degrees horizontal: higher feels more aware and is popular in competitive shooters, lower feels more cinematic. If you get motion sickness, a higher FOV usually helps by reducing the zoomed-in, swimming feel. Sitting closer to a bigger screen also argues for more FOV. On ultrawide, keep your vertical comfort level and let the horizontal number rise, which this tool does for you. Try a value, play a session, adjust. To confirm your screen’s exact ratio first, use the Aspect Ratio Calculator.

Assumptions and sources

  • The conversion is exact trigonometry, not fitted data: horizontal and vertical FOV are linked through the aspect ratio by tan(H/2) = ratio x tan(V/2), and the Hor+ conversion holds the vertical angle constant while re-solving the horizontal one.
  • Hor+ and Vert- scaling behavior, and the fact that games disagree about which axis their FOV slider uses, are documented on PCGamingWiki’s field-of-view page.
  • The 90-105 degree comfort range on 16:9 is a TechFuelHQ editorial guideline reflecting common shooter defaults, not a measured standard - it is stated here so you treat it as a starting point rather than a rule.

Frequently asked questions

What is field of view (FOV) in games?
Field of view is how much of the game world you see on screen at once, measured as an angle in degrees. A higher FOV shows more of the scene around you, which feels more open and helps you spot things at the edges, at the cost of making distant objects look smaller. A lower FOV zooms in, making the center larger but the view more tunnel-like. FOV is usually given as a horizontal or vertical angle, and the right number depends on your monitor’s aspect ratio, how close you sit, and personal comfort.
What is the difference between horizontal and vertical FOV?
Horizontal FOV measures the angle across the width of the screen; vertical FOV measures it across the height. For the same scene they are linked by the aspect ratio: the wider the screen, the larger the horizontal FOV is relative to the vertical. That is why a single FOV number is ambiguous unless you know which axis it refers to. Many shooters expose horizontal FOV, while a lot of newer engines and console-first games expose vertical FOV, sometimes just labeled ‘FOV.’ This tool shows both for any setting, so you can enter whichever your game uses and read off the other.
What is Hor+ scaling and why does it matter for ultrawide?
Hor+ (horizontal-plus) scaling keeps the vertical field of view fixed and extends the horizontal field of view to fill a wider screen. It is what most modern PC games use, and it is the reason an ultrawide monitor shows more of the world at the sides rather than a stretched or zoomed image. The opposite approach, Vert- scaling, would crop the top and bottom instead, which is what happens in games that do not properly support ultrawide. This calculator uses Hor+, so when you convert a 16:9 setting to 21:9 it holds the vertical view steady and widens the horizontal view, matching how a well-behaved game behaves.
What FOV should I use?
There is no single correct value, but some guidance helps. On 16:9, many players land between 90 and 105 degrees horizontal: higher feels more aware and is popular in competitive shooters, lower feels more cinematic and immersive. If you get motion sickness, a higher FOV often helps because it reduces the zoomed-in, swimming sensation. Sitting closer to a larger screen also argues for a higher FOV. On ultrawide, you generally keep the same vertical comfort level and let the horizontal number rise, which this tool does for you. Try a value, play for a session, and adjust.
How do I convert my FOV for an ultrawide monitor?
Enter your current FOV, pick whether it is horizontal or vertical, set your current aspect ratio (usually 16:9), then choose your ultrawide target such as 21:9 or 32:9. The tool holds the vertical view constant and gives the equivalent horizontal FOV for the wider screen, plus the vertical value in case your game uses that slider. In practice this means your game shows more at the sides on the ultrawide while keeping the same sense of zoom, which is the natural, non-stretched result you want.
Why doesn't the converted number match my game?
Almost always because the game uses a different FOV axis than you assumed. If you enter a horizontal value but the game’s slider is actually vertical, the numbers will not line up. Switch the type in the tool and compare again. A few older games also tie their FOV slider to a 4:3 base regardless of your real aspect ratio, so their slider number is not a true horizontal or vertical angle; for those, match the on-screen feel rather than the raw number. The geometry here is exact, so a mismatch points to how the game labels its setting, not the math.