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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.

Free & unlimitedWorks offline
Screens
Screen measurement
Aspect ratio

1920×1080, 2560×1440, 3840×2160

Enter this in Assetto Corsa Competizione
31°
vertical degreesexact value 31.30°

Pause → View Settings → FOV (fourth option down) — FOV.

Your geometry
Horizontal FOV
53.0°
across one screen
Vertical FOV
31.3°
set by the centre screen
Visible width
59.8 cm
33.6 cm tall
Optimal side angle
53°
if you ever add triples
Why the car feels slow

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.

same axis as the value above
Assetto Corsa Competizione
Where
Pause → View Settings → FOV (fourth option down)
Units
Vertical degrees. A horizontal number typed here gives a badly zoomed-out view.
Accepted range
No published clamp.
Triple screens
Switch View Settings to Triple and ACC stops using the FOV slider entirely: you type your measured distance, screen width in mm, bezel gap in mm and side angle, and it derives the projection itself. Use the angle below and the millimetre figures, not the FOV number.
Checked against
driver61.com — How to Set FOV in Assetto Corsa and Assetto Corsa Competizione · simracingcockpit.gg — FOV calculator (lists AC and ACC under vertical FOV)

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).

Every number here is trigonometry run by JavaScript in this tab. Nothing is uploaded and nothing is stored.
Axis and menu path verified 2026-09-15

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

Key facts about ACC FOV calculator
Axis ACC usesVertical 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 agreesACC 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 livesPause the session, open View Settings, and FOV is the fourth option down.
Triple mode replaces itSwitch 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 value27-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 axisTyping 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 triplesAdding 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 separateThe 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 disagreeSeveral 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 FOVResolution, 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. 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. 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. 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. 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. 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. 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. 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.

Specs & compatibility
InputsScreen 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 ratios16:9, 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.
OutputsVertical 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.
PrecisionRounded to a whole degree for the slider, with the exact value to one decimal shown beside it.
Browser supportAny browser with JavaScript. No canvas, no WebAssembly, no permissions requested.
OfflineWorks with no network once the page has loaded.
Account or installNone — 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.
Vertical. Driver61's setup guide states it directly for both Kunos titles, and the numbers players actually run confirm it: a 34-inch 21:9 panel at 80 cm subtends 23.5 degrees vertically and 52.9 horizontally, and ACC users with calculated setups report typing 24. A few calculators hand out the horizontal figure for ACC, which is why the same rig gets quoted as both 31 and 53. Enter the vertical number.
31. That panel is 59.8 cm wide and 33.6 cm tall, and at 60 cm it covers 31.30 degrees vertically and 52.96 horizontally. ACC takes the vertical one, so 31 is the value that draws the track at life size. If that feels too tight to see the mirrors, the right fix is to move the screen closer, which raises the correct number and gives you more picture at the same scale.
Because they are measuring different axes of the same rectangle, not because one of them is wrong. iRacing and Automobilista 2 take the angle across the screen; ACC and Le Mans Ultimate take the angle up it. On a 16:9 panel the horizontal figure is always the larger, by roughly twenty degrees at typical desk distances. Both describe the same view. The only mistake is carrying a number from one family to the other without converting it.
You mostly do not. Switch View Settings to Triple and ACC asks for your distance to the centre screen, the screen width in millimetres, the bezel gap in millimetres and the side angle, then builds the projection from those measurements — the FOV slider is no longer what drives the view. Use the angle and the centimetre figures from this page, converted to millimetres, and set the side monitors physically to that same angle.
It trades scale for awareness, and the trade is usually bad. Widening the FOV squeezes more world into the same glass, so everything is drawn smaller and moves less across the screen per metre you travel: distances read long, closing speeds read slow, and your braking points stop repeating because the reference objects are the wrong size. What it buys is peripheral scenery and an easier view of the mirrors. Most drivers who go wide would be better served by moving the screen closer.
No, and it is worth keeping the two separate in your head. FOV sets how much of the world is squeezed into the screen — the scale of everything. The seat controls move your eye inside the car, which changes what you can see over the dashboard and where the wheel sits, but not the scale. Set FOV from your physical measurements first, then adjust the seat until the virtual wheel sits roughly where your real one does. Doing it the other way round means adjusting the seat twice.
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