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90 vs 120 FOV: a wider view with smaller targets

120° adds 30° of horizontal coverage over 90°. At the same image dimensions, the central target is about 58% as tall, or about 42% smaller in height.

See the wider edges and a central target about 58% as tall as the 90° reference.

This is a large camera change, which makes it useful for learning what FOV does. At 120°, the view includes directions that sit outside the 90° camera, while the middle of the range shrinks. The added side boxes give those wider edges something nearby to reveal. Both previews keep the camera in the same place and use the same 16:9 image shape.

By TechCompare · Updated

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Option A
90° FOV
Option B
120° FOV

Side-by-side specs

Spec90° FOV120° FOV
Horizontal FOV
90°
120°
Vertical FOV at 16:9
59°
89°
View width at 20 m (66 ft) forward
40 m (131 ft)
69 m (227 ft)
Central target height, relative to A
100%
58%
Additional horizontal angle
Reference
30°
Camera position and target distances
Fixed
Fixed

How they differ

The 90° camera covers 45° to either side of forward, while the 120° camera covers 60°. Their vertical coverage rounds to 59° and 89° at 16:9. At 20 m (66 ft) forward, view width increases from 40 m (131 ft) to about 69 m (227 ft). That is roughly 73% more width across that particular plane, not 73% more image pixels or a claim about everything visible in a game. The center target height ratio is about 58%, derived from tan(45°) divided by tan(60°). A target’s projected area is a different measurement and would change by the square of its linear scale when it stays fully visible. Changing the FOV keeps straight lines straight in this camera model.

Verdict

The 120° view provides a clear example of extra side coverage with a much smaller central image. Keep the 90° reference if you want to judge the size change, then try intermediate values to narrow the decision. The largest visible difference is not automatically the most useful game setting. Confirm the angle convention and compare the same game camera mode before copying either value.

Inspect 120° FOV

Which should you pick?

Choose 90° FOV

Choose the 90° side when you want the larger image of the center target and are willing to turn the camera to inspect directions beyond its edges. It is a useful baseline for comparing distant details because it leaves them larger within the frame. This does not change the target distance, improve its source texture, or provide a performance score.

Choose 120° FOV

Choose the 120° side when inspecting wide coverage is your priority. The angle adds 15° at each edge relative to 90°, and the nearby outer boxes make that expansion visible. Look back at the center after inspecting the edges. Its smaller image is part of the same change, and should be assessed on your actual screen rather than ignored in a cropped screenshot.

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Frequently asked questions

Is a target at 120° 42% of its size at 90°?
Its projected height is about 58% of the reference, which means about 42% smaller in height. The two percentages describe the remaining size and the reduction respectively. They do not describe its physical dimensions, distance, or projected area. Both images must be displayed at the same dimensions for that height comparison.
Does 120° FOV bend the straight edges of boxes?
This rectilinear projection keeps straight edges straight. Wide views can include very oblique directions near their edges, making objects there look stretched. The camera is not using a fisheye projection. At a fixed camera direction, changing FOV rescales existing image geometry while changing what fits within the frame.
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.