21:9 FOV: understand the ultrawide camera rule first
At the tool’s 21:9 preset, 90° horizontal FOV gives about 45° vertical coverage. A wider viewport adds horizontal coverage only when the camera rule allows it.
An ultrawide image is a shape, not a complete camera setting. You also need to know which FOV angle the game preserves as that shape changes. This tool preserves the horizontal input. Its 21:9 preset uses the actual 3440:1440 ratio, often used for ultrawide displays, rather than treating the marketing label as the exact ratio of every screen sold under it.
By TechCompare · Updated
Field of view preview
90° and 110° horizontal FOV on the 21:9 preset, which uses 3440:1440 geometry.
- Horizontal
- 90°
- Vertical
- 45°
- Horizontal
- 110°
- Vertical
- 62°
Drag either scene to look around. Camera movement is synced. Arrow keys work when focused, and Home resets the view.
Fixed horizontal FOV reduces vertical coverage
With 90° horizontal held fixed, the left and right angular boundaries do not move when the aspect ratio widens. The preview becomes shallower and the top and bottom directions move toward the center. At 16:9, that camera has about 59° vertical FOV. With this 21:9 preset, it has about 45°. The difference is vertical cropping in angular coverage, rather than automatically seeing farther around either side.
Fixed vertical FOV is a different comparison
A camera that preserves vertical coverage can expand horizontally instead. For example, maintaining 60° vertical FOV at 3440:1440 requires about 108° horizontally. That does not mean every ultrawide game should be set to 108°. It is one worked conversion for a particular vertical reference. Check the game’s viewport behavior and distinguish changes in camera coverage from black bars or a different rendered image area.
Camera references: horizontal and vertical conversion and view size at a distance. The worked examples use the visualizer’s own camera math.
How this is calculated
The internal aspect ratio is 3440 ÷ 1440, which simplifies to 43:18. The vertical conversion divides tan(h / 2) by that ratio before taking the inverse tangent. The visible result depends on this ratio and the chosen horizontal angle, not the absolute pixel count. This preset is therefore a specific geometric example. Another panel described as 21:9 can have a different exact width-to-height ratio and a slightly different converted angle.
Verdict
Use the 21:9 preview to compare horizontal settings on a 3440:1440-shaped viewport. Use it to understand a fixed horizontal camera, rather than assuming it demonstrates every game’s ultrawide support. If you want to preserve a known vertical angle, convert it for the wider viewport first and then enter the horizontal result in the full tool.
More FOV scenarios
Frequently asked questions
Why does 90° at 21:9 not show more horizontal directions than 90° at 16:9?
Is every 21:9 display exactly 21 divided by 9?
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