By Tim King · Updated
FOV Calculator
Convert Horizontal, Vertical and 4:3 Field of View Between Aspect Ratios
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How the FOV Calculator works
This FOV calculator converts a field of view between games, axes and aspect ratios. Enter the field of view from a game's settings, say whether it is measured horizontally at 4:3, horizontally at 16:9, horizontally at your own resolution or vertically, and give your resolution. The calculator returns the true horizontal, vertical and diagonal FOV on your screen, the equivalent setting on the 4:3 and 16:9 scales other games use, and how much the view is zoomed relative to a 90° 16:9 baseline. The table shows what the same setting gives on other aspect ratios.
The formula. To move a 4:3 setting to another aspect ratio, hFOV = 2 × atan(tan(FOV ÷ 2) × (new ratio ÷ 4/3)). For example, CS2's 90 at 16:9 is 2 × atan(1 × 1.333) = 106.3°. A second example: a 4:3 value of 60 becomes 2 × atan(0.577 × 1.333) = 75.2° at 16:9. The result is how many degrees of the world the setting actually shows on your screen.
"FOV 90" is not one thing. Games measure field of view along different axes and against different reference aspect ratios, and a monitor's shape changes how much of the world a given setting shows. This calculator converts between the conventions so that a number from one game, a guide or a friend's config can be reproduced in another.
Horizontal, vertical and diagonal. Horizontal FOV is the angle from the left edge of the screen to the right; vertical from top to bottom; diagonal corner to corner. They are linked by the aspect ratio through the tangent: tan(hFOV ÷ 2) = tan(vFOV ÷ 2) × (width ÷ height). Vertical FOV is what most engines store internally because it stays constant when the window shape changes, which is why a wider monitor shows more to the sides rather than less at the top.
The 4:3 convention. Source engine games, and Valorant and Apex which copied the scale, express FOV as the horizontal angle a 4:3 screen would show. CS2's fixed 90 means 90° on a 4:3 display; on 16:9 the same vertical FOV opens up to 106.3° horizontally. Overwatch 2, Apex's in-game slider and Call of Duty instead quote the horizontal angle on a 16:9 screen, so Overwatch's 103 is a smaller view than CS2's 90 would suggest at first glance: it works out to about 86 on the 4:3 scale. Choose the right convention in the second field and the calculator puts everything on one footing.
Ultrawide and 16:10. On a Hor+ game, a 21:9 monitor shows more at the sides for the same setting: CS2's 90 becomes 121° horizontal. On a 16:10 monitor it drops to 100°. The table gives these figures for every common ratio so you can decide whether to raise a slider after changing screens. Some games are Vert− instead and crop the top and bottom on wider screens; the calculator assumes Hor+, which is how nearly every modern shooter behaves.
Zoom and sensitivity. A narrower FOV magnifies the image, and the zoom line shows the factor relative to a 90° 16:9 view. That matters for aiming: the same mouse movement covers more screen at a narrow FOV, which is why converting sensitivity between games with different FOVs is not quite the same as matching cm per 360. Players who move between very different FOVs sometimes match the distance the crosshair moves on the monitor instead, scaling sensitivity by the ratio of the tangents of the two half-FOVs.
Practical range. Competitive shooters cluster between 90 and 110 horizontal on 16:9; higher shows more but makes distant targets smaller and can cause fisheye distortion above 120°. Console defaults are often 70 to 80 because players sit further from a television. Motion sickness is usually worse at low FOVs on a big monitor close up, so raising the setting is the first thing to try.
FOV calculator: CS2 FOV to 16:9 equivalents
A 4:3 horizontal FOV as CS2 and Valorant set it, shown on a 2560 × 1440 screen.
Horizontal, vertical and diagonal FOV at 16:9 for each 4:3 setting
| 4:3 horizontal FOV | Horizontal at 16:9 | Vertical | Diagonal |
|---|---|---|---|
| 60° | 75.2° | 46.8° | 82.9° |
| 62.5° | 78° | 48.9° | 85.7° |
| 65° | 80.7° | 51.1° | 88.5° |
| 67.5° | 83.4° | 53.2° | 91.3° |
| 70° | 86.1° | 55.4° | 93.9° |
| 72.5° | 88.7° | 57.6° | 96.6° |
| 75° | 91.3° | 59.8° | 99.1° |
| 77.5° | 93.9° | 62.1° | 101.7° |
| 80° | 96.4° | 64.4° | 104.2° |
| 82.5° | 98.9° | 66.7° | 106.6° |
| 85° | 101.4° | 69° | 109° |
| 87.5° | 103.8° | 71.4° | 111.3° |
| 90° | 106.3° | 73.7° | 113.7° |
| 92.5° | 108.6° | 76.2° | 115.9° |
| 95° | 111° | 78.6° | 118.2° |
| 97.5° | 113.3° | 81.1° | 120.4° |
| 100° | 115.6° | 83.6° | 122.5° |
| 102.5° | 117.9° | 86.1° | 124.6° |
| 105° | 120.2° | 88.7° | 126.7° |
| 107.5° | 122.4° | 91.3° | 128.8° |
| 110° | 124.6° | 93.9° | 130.8° |
| 112.5° | 126.8° | 96.6° | 132.8° |
| 115° | 128.9° | 99.3° | 134.8° |
| 117.5° | 131.1° | 102° | 136.7° |
| 120° | 133.2° | 104.8° | 138.6° |
Sources: Field of view in video games.
Checked against: 90° horizontal at 16:9 = 58.7° vertical
FAQ
How do I convert 4:3 FOV to 16:9?
Take the tangent of half the 4:3 angle, multiply by (16 ÷ 9) ÷ (4 ÷ 3), and take twice the arctangent. CS2's 90 at 4:3 comes out as 106.3° at 16:9. Set the second field to the 4:3 option and the calculator shows the 16:9 figure and every other aspect ratio.
What is Overwatch 103 FOV in CS2 terms?
About 86 on CS2's 4:3 scale, with a vertical FOV of 71°. It is a slightly narrower view than CS2's fixed 90 (106° at 16:9), which is why Overwatch feels a little more zoomed in even at its maximum setting.
What is vertical FOV and why does it matter?
The angle from the top of the screen to the bottom. Most engines keep it constant when the aspect ratio changes, so a wider monitor adds horizontal view rather than cutting vertical. Converting between aspect ratios always goes through the vertical figure.
What FOV should I use on an ultrawide?
The same setting shows more at the sides automatically on a Hor+ game, so many players leave it alone: CS2's 90 becomes 121° horizontal on 21:9. If the game lets you set horizontal FOV directly at your own resolution, 110 to 125 keeps distant targets a usable size.
Does FOV affect mouse sensitivity?
Not the degrees per centimetre, but it changes how far the crosshair appears to move on screen for the same turn. A narrower FOV magnifies the view so the same hand movement covers more of the monitor, which is why some players scale sensitivity when switching between games with different FOVs.
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