ACC FOV calculator
Measure your screen and your seating distance, and this returns the exact number Assetto Corsa Competizione asks for — on the axis its menu actually uses.
1920×1080, 2560×1440, 3840×2160
Pause → View Settings → FOV (fourth option down) — FOV.
At the value above, a car 50 m ahead covers exactly as much of your vision as a real car 50 m ahead would. Set the FOV wider than that and the engine squeezes more world into the same glass: everything is drawn smaller, so everything moves fewer millimetres across the screen per metre you travel. That is the whole illusion — the speed is identical, the apparent motion is not, and your brain reads it as slow. It also moves your braking references, because a board that is drawn at 60 % size looks further away than it is.
hFOV = 2 · atan(W / 2D) and vFOV = 2 · atan(H / 2D) where W and H are the visible width and height of one screen and D is the distance from your eye to it.
Which axis this page uses: Driver61 states it for both Kunos titles — "In AC and ACC, FOV is measured in Vertical Degrees and not Horizontal degrees like other platforms" — and the arithmetic backs it: ACC players running a calculated value on a 34" 21:9 at 80 cm report 24, which is that rig's vertical angle to the decimal (its horizontal angle is 53).
Assetto Corsa Competizione measures field of view vertically — up the screen, not across it — and that single fact is behind most of the confusion around ACC FOV numbers. A 27-inch 16:9 panel at 60 cm covers 53 degrees horizontally and 31 vertically, and only the 31 belongs in View Settings. This page takes your screen size, aspect ratio and seating distance and returns the vertical figure ACC wants, alongside the horizontal one so you can see how far apart they are. For a triple rig it also gives the millimetre measurements and the side-screen angle that ACC's own triple-screen mode asks for, because in that mode the FOV slider stops being used at all.
Key facts about ACC FOV calculator
| Axis ACC uses | Vertical degrees. Driver61 states it for both Kunos titles — "In AC and ACC, FOV is measured in Vertical Degrees and not Horizontal degrees like other platforms" — and simracingcockpit.gg lists AC and ACC under vertical FOV. |
|---|---|
| The arithmetic agrees | ACC players running a calculated value on a 34-inch 21:9 at 80 cm report setting 24. That rig's vertical angle is 23.5° and its horizontal angle is 52.9°, so the number they are typing is unambiguously the vertical one. |
| Where the setting lives | Pause the session, open View Settings, and FOV is the fourth option down. |
| Triple mode replaces it | Switch View Settings to Triple and ACC stops using the FOV slider: it asks for your distance, screen width in millimetres, bezel gap in millimetres and side angle, and derives the projection itself. |
| Worked single-screen value | 27-inch 16:9 at 60 cm gives 31 vertical degrees. The same rig would be 53 in iRacing or Automobilista 2, which take horizontal degrees. |
| Cost of the wrong axis | Typing 53 where ACC wants 31 draws the world at 0.56x life size — a wide, flat picture in which the car feels slow and distances read long. |
| Vertical stays put on triples | Adding side screens does not change the vertical angle. It is set entirely by how tall the centre screen is and how far away you sit, which is why the ACC number barely moves when you go from one screen to three. |
| Seat position is separate | The FOV value sets scale; the seat controls in View Settings set where your eye sits in the car. Change FOV first, then the seat, or you will redo the seat twice. |
| Calculators that disagree | Several FOV sites hand out a horizontal figure for ACC. If a tool gives you a number in the fifties for a 27-inch screen at desk distance, it is giving you the horizontal angle. |
| Does not affect FOV | Resolution, refresh rate and graphics presets change nothing. Only the physical height of the picture and your distance from it do. |
What happens to your file
Nothing is uploaded and no file is involved. The page computes your panel's width and height from the diagonal and aspect ratio, then runs 2 x atan(height / 2 x distance) and its horizontal twin in JavaScript inside this tab, plus the side-panel geometry when you switch to triple. There is no API call, no Pages Function and no analytics on the values you type; they exist only in React state and disappear when the tab closes.
About this tool
- 1
Measure the visible picture
The diagonal is the corner-to-corner size of the image, not of the plastic. If the panel is curved or the quoted diagonal is a marketing figure, switch the tool to measured width and run a tape across the picture instead.
- 2
Measure eye to screen
Sit exactly as you race and measure from your eyes to the centre of the screen. This is the number that moves the answer most — five centimetres is worth two or three degrees.
- 3
Read the vertical figure
The large number is what goes into View Settings, FOV. It will look small next to numbers you have seen quoted for other sims; that is the axis difference, not an error.
- 4
Type it in and check the wheel
Pause, open View Settings, set FOV, then use the seat controls until the in-car wheel sits where your real wheel sits. If the two wheels cannot be made to line up, the FOV is wrong, not the seat.
- 5
On triples, use ACC's triple mode instead
Switch View Settings to Triple and enter your measured distance, screen width in millimetres, bezel gap in millimetres and the side angle this page gives you. In that mode the FOV slider is bypassed entirely.
- 6
Aim the side panels before you race
Rotate the side monitors to the optimal angle shown here. At that angle every panel is square-on to your eye and a car crossing a bezel keeps its size and speed.
- 7
Give it a stint
A correct FOV feels tight at first because the mirrors and the scenery have left your peripheral vision. Judge it on whether your braking markers repeat lap after lap.
| Inputs | Screen diagonal in inches or measured visible width in centimetres, aspect ratio, eye-to-screen distance in centimetres or inches, and for triples the bezel gap in millimetres and the side-screen angle. |
|---|---|
| Aspect ratios | 16:9, 16:10, 21:9 at both 3440x1440 (2.389:1) and 2560x1080 (2.370:1), 32:9, 4:3 and 3:2 — the true pixel ratios rather than the rounded marketing names. |
| Outputs | Vertical FOV for ACC's field, horizontal FOV for cross-checking against other sims, visible width and height in centimetres, and the optimal side-screen angle. |
| Precision | Rounded to a whole degree for the slider, with the exact value to one decimal shown beside it. |
| Browser support | Any browser with JavaScript. No canvas, no WebAssembly, no permissions requested. |
| Offline | Works with no network once the page has loaded. |
| Account or install | None — no signup, no extension, nothing to download. |
- If a calculator hands you a number in the fifties for a 27-inch desk setup, it is giving you horizontal degrees — halve the tangent, or use this page.
- A vertical FOV barely changes between one screen and three, so do not expect the ACC number to jump when you add side monitors.
- Moving the screen 10 cm closer buys you more picture at the same correct FOV; widening the FOV instead just shrinks the world.
- Set FOV before seat position. Changing FOV moves the horizon and invalidates any seat adjustment you made first.
- On an ultrawide, the vertical angle is what ACC cares about, so a 34-inch 21:9 and a 27-inch 16:9 at the same distance end up surprisingly close — the ultrawide buys width, not scale.
- Screenshots are a poor way to compare FOV between rigs: the same image at a different viewing distance is a different angle. Compare numbers, not pictures.
- Setting ACC up for the first time after coming from a sim that uses horizontal degrees.
- Working out why a FOV value from a YouTube setup guide looks completely wrong on your own screen.
- Getting the millimetre measurements and side angle that ACC's triple-screen mode asks for.
- Checking whether a bigger monitor or a closer seating position is the better upgrade for a given budget.
- Recovering a sensible view after experimenting with the seat and FOV sliders until nothing lines up.
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