TechCompare LogoTechCompare

Vertical FOV conversion: why the same number can show a different view

At 16:9, 60° vertical FOV is approximately 91° horizontal. Entering 60 in a horizontal control gives a much narrower view.

Vertical FOV measures the angle between the top and bottom edges of the camera image. Horizontal FOV measures across the left and right edges. A setting of 60 can therefore describe two quite different cameras. To move between them, you need the viewport aspect ratio as well as the original angle. This example shows the difference instead of treating the numbers as interchangeable.

By TechCompare · Updated

View A horizontal
60°
16:9 viewport
View B horizontal
91°
16:9 viewport
Central target height
57%
View B relative to View A at the same image dimensions

Field of view preview

View A is 60° horizontal. View B is 91° horizontal, which is approximately 60° vertical at 16:9 after whole-degree rounding.

View A · 16:9
15 m / 50 ft20 m / 66 ft20 m / 65 ft36 m / 119 ft43 m / 140 ft
Horizontal
60°
Vertical
36°
View B · 16:9
15 m / 50 ft20 m / 66 ft20 m / 65 ft36 m / 119 ft43 m / 140 ft
Horizontal
91°
Vertical
60°

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

Convert the axis before matching a setting

First find out what the original setting measures. An engine's camera API and a game's menu do not have to expose the same convention. A game may also describe its setting relative to a reference screen shape. Once you know that the value is an actual vertical angle, multiply tan(v / 2) by the viewport width-to-height ratio, take atan, and double the result to obtain horizontal FOV.

Use the preview as a rounded example

The visualizer accepts whole horizontal degrees. The exact conversion of 60° vertical at 16:9 falls between 91° and 92° horizontally, so this example uses 91°. The vertical readout rounds back to 60°. That is close enough to demonstrate the axis difference, but it is not a lossless conversion for a camera editor that accepts decimals. Preserve the exact converted result when a production workflow needs it.

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 relationship is h = 2 × atan(tan(v / 2) × aspect), where aspect is image width divided by height. The reverse relationship divides by aspect. A 60° horizontal camera at 16:9 has only about 36° of vertical coverage. A 60° vertical camera at 32:9 needs about 128° horizontally. The axis can therefore matter much more than a small adjustment of a few degrees within the same convention.

Verdict

Treat the axis and aspect ratio as part of the setting. Convert a vertical value before entering it in this tool, and expect a small rounding difference because the controls use whole degrees. For a fair comparison, avoid placing a raw vertical number in one view and a raw horizontal number in the other unless the purpose is to show that mismatch.

More FOV scenarios

Horizontal FOV explained
Understand the angle from the left edge of the camera view to the right.
View details ➜
Low and high FOV
Compare larger central targets with a wider view of the surroundings.
View details ➜
90° FOV
Use a 90° horizontal camera as a reference for wider settings.
View details ➜

Frequently asked questions

Is 60° vertical the same as 60° horizontal?
Only with a square viewport in this symmetric camera model. On a wider image, the horizontal angle is larger than the vertical angle. At 16:9, 60° vertical is about 91° horizontal, while 60° horizontal is about 36° vertical. The preview compares those two interpretations.
Can I multiply the angle by the aspect ratio?
No. Perspective conversion uses the tangent of half the angle, followed by the inverse tangent. Multiplying degrees directly by 16/9 does not preserve the camera projection. Use the conversion formula with a consistent degree-to-radian conversion in code, or read the tool’s derived vertical value for a horizontal input.