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110 vs 120 FOV: is the extra coverage worth it?

120° adds 10° of horizontal coverage over 110°, while a central target becomes about 18% smaller in projected height at the same image dimensions.

Compare two wide angles and the roughly 18% reduction in central target height.

Both examples are already wide, so the choice is about the value of an additional step rather than the difference between a narrow and a wide camera. Raising 110° to 120° extends each edge by 5°. The shared training range lets you inspect that newly included area while keeping the central target, viewing direction, and 16:9 viewport identical.

By TechCompare · Updated

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Option A
110° FOV
Option B
120° FOV

Side-by-side specs

Spec110° FOV120° FOV
Horizontal FOV
110°
120°
Vertical FOV at 16:9
78°
89°
View width at 20 m (66 ft) forward
57 m (187 ft)
69 m (227 ft)
Central target height, relative to A
100%
82%
Additional horizontal angle
Reference
10°
Camera position and target distances
Fixed
Fixed

How they differ

Vertical FOV at 16:9 rounds to 78° for the 110° camera and 89° for the 120° camera. At 20 m (66 ft) forward, visible width rises from roughly 57 m (187 ft) to 69 m (227 ft). The central target at 120° is about 82% as tall as at 110°, giving an approximately 18% reduction in height. The target does not move and the screen does not gain more pixels. You are fitting additional directions into the same image. This relationship is why even a ten-degree step between already wide settings can be visually meaningful. Inspect the full image rather than magnifying a center crop, because cropping away the added sides hides the coverage side of the tradeoff.

Verdict

Keep 110° as the reference if you want the larger central image, and consider 120° when the extra edge coverage is useful enough to justify the size reduction. Try the pair at the aspect ratio you actually use, then test it in the intended game. Neither the angle increase nor the target percentage establishes an objective winner.

Read the 110° guide

Which should you pick?

Choose 110° FOV

Choose the 110° view when you want to remain wide but keep the center target larger than at 120°. It can also serve as the fixed reference while testing intermediate whole-degree values. Pay attention to the target outline as well as the boxes near the image borders so that you are comparing both consequences of the camera change.

Choose 120° FOV

Choose the 120° example when examining an extra 5° on either side is your goal. The near side boxes help make those directions visible in the range. After checking the edges, return to the center and judge the smaller projected target on your usual screen. A game-specific convention can change which menu number produces this actual horizontal view.

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Frequently asked questions

Is the 120° target 18% as tall as the 110° target?
No. About 82% of the original projected height remains, which is about 18% smaller. The percentage refers to linear image height, not area, distance, or aiming difficulty. Keep the same image dimensions and camera direction to reproduce the comparison shown here.
Can the comparison tell me which angle gets better FPS?
No. It does not run the game or reproduce its rendering workload. The two views demonstrate camera geometry only. If performance matters to your choice, benchmark both settings in the same game scene with otherwise identical graphics settings, and compare repeatable measurements rather than inferring frame rate from these images.
How are the camera figures calculated?
Both sides use the same rectilinear perspective model, camera position, and 16:9 image shape. Vertical angles come from the horizontal angle and aspect ratio. Central target height follows the ratio of the half-angle tangents. View width is measured on a plane 20 m (66 ft) forward. See the view frustum reference for the underlying camera geometry. These figures do not measure game performance.