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FOV Visualizer

See how field of view changes what fits on screen. Explore the same scene at different FOV settings.

Configuration

View A settings

View A

NarrowWide
View B settings

View B

NarrowWide

Training range

16:9
View A
15 m / 50 ft20 m / 66 ft20 m / 65 ft36 m / 119 ft43 m / 140 ft
Horizontal
90°
Vertical
59°
View B
15 m / 50 ft20 m / 66 ft20 m / 65 ft36 m / 119 ft43 m / 140 ft
Horizontal
110°
Vertical
78°
Drag a scene to look around. Arrow keys work when focused.Camera movement is synced.
CAMERA

More surroundings, smaller targets

The center target in View B appears 70% as tall as in View A. A wider FOV fits more of the scene into the same space.

This preview uses a rectilinear camera. Individual games can use different FOV conventions, limits, and ultrawide behavior.

How to use this tool

  1. Choose your aspect ratio

    Select the shape used by the game viewport, such as 16:9 or 21:9. Keep it the same while comparing two FOV settings.

  2. Enter a horizontal FOV

    Set View A to your current horizontal FOV. Use a whole number from 20° to 150°. If the game uses a vertical angle, convert it first.

  3. Compare another setting

    Choose Compare and set View B to the angle you want to try. Watch the center target and the boxes near the edges as you move the slider.

  4. Look around the same scene

    Drag either view to rotate both cameras together. Arrow keys work when a scene is focused. Use Reset camera to return to the starting direction.

  5. Read the angles and share

    Check the horizontal and vertical angles below each scene and the relative target size below the range. Copy Result or copy the page address to keep the selected settings.

Understanding field of view

The FOV Visualizer lets you compare two camera angles inside the same training range. The camera position, targets, and distances stay fixed, so the change you see comes from the projection. Pink and blurple targets give you reference points while the muted boxes show how much of the environment fits near the edges.

Use Single view to inspect one setting or Compare to keep a familiar angle beside a new one. Both views share camera rotation. Look at the center target first, then scan the sides. A wider view can reveal another target or a nearby box while making the central target smaller.

Horizontal and vertical angles describe the same camera

An FOV number needs an axis and an aspect ratio to be useful. This tool takes horizontal FOV and derives vertical FOV with v = 2 × atan(tan(h / 2) ÷ aspect). At 16:9, a 90° horizontal camera has about 59° of vertical coverage. Matching the number alone across different games can produce different views when their angle conventions differ.

Wider coverage changes apparent target size

For a centered object at a fixed distance, projected size is proportional to 1 ÷ tan(h / 2) when image width stays fixed. Moving from 90° to 110° makes the center target about 30% smaller in height. That is a geometric tradeoff, not a measure of aiming skill, awareness, or frame rate. Compare at the same aspect ratio and displayed image size.

Aspect ratio needs its own comparison

Selecting a wider aspect ratio here preserves horizontal FOV and reduces vertical coverage. It does not automatically reproduce a game that adds horizontal coverage on an ultrawide monitor. The 21:9 option uses the actual 3440:1440 ratio internally. The 32:9 option uses 32:9. Screen resolution and physical monitor size do not change the camera math.

How the preview is calculated

The range uses a rectilinear perspective projection. The target tags report fixed distances from the camera in meters and feet. Values are rounded to whole degrees for display, while the calculations keep their precision. The angle relationship follows the camera geometry described by Unity in its FOV conversion reference and view frustum calculation guide.

Compare specific angle changes with the same scene, aspect ratio, and camera position.

Learn what the numbers mean before trying a different setting.

Frequently asked questions

What does FOV mean in a game?
Field of view is the angle of the virtual world visible through the camera. A larger angle fits more surroundings into the same image. A smaller angle makes the central part of the scene look larger. This visualizer uses a rectilinear perspective camera and keeps the camera position fixed when you change FOV.
Are these horizontal or vertical FOV values?
The inputs are horizontal angles. The vertical angle is calculated from the selected aspect ratio and shown below each scene. At 16:9, 90° horizontal is about 59° vertical. Games and engines can use different conventions. For example, Unity's Camera.fieldOfView is vertical, while Unreal's perspective FOV is horizontal. Check the game's own setting before copying a number.
What is the best FOV for gaming?
There isn't one angle that suits everyone. A narrower view makes central targets larger, while a wider view reveals more surroundings. Start with your current setting, compare a nearby value, and try both in the same game at your usual screen size and seating distance. The tool shows the geometry, not an aiming advantage or a performance score.
Why do the targets get smaller at a higher FOV?
The camera squeezes a wider view into the same image width, reducing the projected size of objects near the center. At the same aspect ratio and image size, a central target at 110° is about 70% as tall as at 90°. The target itself and its distance stay the same.
Does an ultrawide aspect ratio automatically show more on the sides?
Not in this tool when the horizontal FOV stays fixed. The left and right angular limits stay the same and the vertical angle gets smaller as the aspect ratio widens. A game that preserves vertical FOV can instead expand horizontal coverage. Its aspect ratio rules, camera settings, and any letterboxing decide the result.
Why does the slider stop at 20° and 150°?
Those are the visualizer's chosen limits, in whole degrees. They cover zoomed views through very wide views while keeping the training range useful. They aren't a promise that a particular game supports the same limits, and 150° isn't a recommended setting.
Will this show how FOV changes my FPS?
No. This is a geometry preview, not a game benchmark. It doesn't simulate a game's renderer, graphics settings, object detail, or GPU workload. Use the same scene and a repeatable benchmark inside your game to measure any frame rate change.
Is game FOV the same as my monitor viewing angle?
Game FOV describes the virtual camera. Your monitor's physical viewing angle depends on its width and how far away you sit. A 27-inch (68.6 cm) 16:9 screen viewed from 60 cm (23.6 inches) fills about 53° horizontally. That doesn't mean every game should be set to 53°. Use the Viewing Distance Calculator for physical screen geometry.
Can I share or embed my comparison?
Yes. Copy Result or the page address to share the selected FOV values, aspect ratio, and view mode. Embed opens the iframe options for this tool. Camera rotation is temporary and resets when the page reloads. The targets show their fixed range distances in meters and feet.

Use this tool on your own site

Drop the FOV Visualizer into your blog, docs, or CMS with one iframe snippet. Free, no signup. See all embeddable tools