TechCompare LogoTechCompare

90° FOV: a reference angle for comparing camera settings

At 16:9, 90° horizontal FOV gives about 59° vertical coverage. It is a useful comparison reference, not a universal game default.

A 90° horizontal camera makes a convenient reference because each edge sits 45° from the forward direction. The math is also simple: at a given forward distance, the visible width is twice that distance. This page places it next to 110° so you can see how a wider alternative changes the same range, without assuming that either number is the right setting for your game.

By TechCompare · Updated

View A horizontal
90°
16:9 viewport
View B horizontal
110°
16:9 viewport
Central target height
70%
View B relative to View A at the same image dimensions

Field of view preview

The 90° reference is on the left. A 110° alternative is on the right.

View A · 16:9
15 m / 50 ft20 m / 66 ft20 m / 65 ft36 m / 119 ft43 m / 140 ft
Horizontal
90°
Vertical
59°
View B · 16:9
15 m / 50 ft20 m / 66 ft20 m / 65 ft36 m / 119 ft43 m / 140 ft
Horizontal
110°
Vertical
78°

Drag either scene to look around. Camera movement is synced. Arrow keys work when focused, and Home resets the view.

Use the center target as the baseline

At 90°, the center target is larger than in the 110° view. If you treat its 90° image height as 100%, the 110° image is about 70% as tall. Look at that center reference before judging peripheral targets, because a wide rectilinear projection stretches the sides differently. The distance tag still reads 20 m (66 ft) in both views, which helps show that the camera has not moved.

Do not treat the reference as a prescription

An FOV number can be familiar without being a standard for every camera. A vertical setting of 90° would represent a very different view on a widescreen image. A game may also change its camera when aiming, sprinting, or changing aspect ratio. Use the horizontal setting here to compare a specific geometric change, then check whether the game applies the same convention to the mode you are testing.

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

For h = 90°, tan(h / 2) is 1, so the visible width at 20 m (66 ft) forward is 40 m (131 ft). With a 16:9 viewport, the vertical angle is approximately 59°. Keep 90° horizontal fixed and switch to 32:9, and vertical coverage drops to about 31°. This is the tool’s fixed horizontal behavior, so a wider image shape does not automatically add new horizontal directions.

Verdict

Use 90° as a clear starting reference if you want an easy-to-read comparison. Its value is that you know exactly what the angle means and can keep one side fixed while testing another. If you are matching a game, the actual menu convention matters more than whether the number happens to be 90.

More FOV scenarios

Horizontal FOV explained
Understand the angle from the left edge of the camera view to the right.
View details ➜
Convert vertical FOV
Translate a vertical camera angle before using horizontal controls.
View details ➜
Low and high FOV
Compare larger central targets with a wider view of the surroundings.
View details ➜

Frequently asked questions

Is 90° horizontal the same as 90° vertical?
No on a 16:9 viewport. A 90° horizontal camera has about 59° vertical coverage. A 90° vertical camera has about 121° horizontal coverage. Copying the number without its axis can therefore create a much bigger change than expected. Both controls on this tool use horizontal degrees.
Does 90° show a quarter of everything around the player?
It spans one quarter of a full 360° turn horizontally. That does not mean it covers one quarter of the total spherical area around the camera. Vertical coverage is a separate angle, and the rectangular perspective view is not a uniform slice of a sphere.