Automobilista 2 FOV calculator
Measure your screen and your seating distance, and this returns the exact number Automobilista 2 asks for — on the axis its menu actually uses.
1920×1080, 2560×1440, 3840×2160
Options → Camera → Field of View — Field of View.
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: Straight from the developer: on the official Reiza Studios forum, staff member CrimsonEminence answered the FOV thread with "If your FOV calculator deals with horizontal FOV, it's working fine! (many sims, also AMS1 use vertical FOV, but not AMS2)".
Automobilista 2 broke with its own predecessor on this: AMS1 took vertical degrees, AMS2 takes horizontal ones. Reiza said so on their own forum, in a thread titled as an official statement, and it explains why so many AMS2 setups look wrong to people upgrading — a correct AMS1 number typed into AMS2 zooms the world in by roughly double. This page measures the angle across your screen from where you sit, returns the horizontal figure for Options, Camera, Field of View, and shows the vertical one beside it so you can tell at a glance which family a value you found elsewhere belongs to. Switch it to triple and it returns the total angle across all three panels along with the side-screen angle to bolt them at.
Key facts about Automobilista 2 FOV calculator
| Axis AMS2 uses | Horizontal degrees, confirmed by the developer: on the official Reiza Studios forum, staff member CrimsonEminence answered with "If your FOV calculator deals with horizontal FOV, it's working fine! (many sims, also AMS1 use vertical FOV, but not AMS2)". |
|---|---|
| Where the setting lives | Options, then Camera, then Field of View. |
| AMS1 was different | Automobilista 1 measured vertically. Carrying an AMS1 value straight into AMS2 is the single most common mistake in this sim, and it roughly doubles the apparent scale. |
| Engine lineage | AMS2 runs the Madness engine, the same family as Project CARS, which is why Project CARS-era FOV figures transfer across cleanly while AMS1 ones do not. |
| Worked single-screen value | A 27-inch 16:9 panel at 60 cm covers 52.96 degrees horizontally, so Field of View goes to 53. The same rig is 31 vertically. |
| Worked triple value | Three of those panels angled at the matching 53 degrees cover 158.87 degrees in total, which is exactly three times the single-screen figure. |
| Cost of the wrong axis | Typing 31 where AMS2 wants 53 draws the world at about 1.8x life size: the wheel looms, the track rushes, and peripheral references vanish. |
| Community values line up | Forum posts quoting "around 52 degrees (horizontal fov)" for a typical desk setup match the horizontal geometry for a 27-inch panel at 60 cm almost exactly. |
| Per-camera behaviour | The field of view applies to the driving camera you are using; the cockpit and chase views are framed differently, so a value that is correct in the cockpit will look wide from behind the car. |
| Does not affect FOV | Resolution, refresh rate and the graphics presets change nothing. Only physical width and distance do. |
What happens to your file
Nothing leaves the browser. The page turns your diagonal and aspect ratio into a physical width and height, evaluates 2 x atan(width / 2 x distance) for the horizontal angle and its vertical counterpart, and adds the side-panel trigonometry when triple mode is on — all in JavaScript in this tab. There is no upload, no API call, no Pages Function and no storage; the values you type vanish with the tab.
About this tool
- 1
Measure the visible image
Use the diagonal of the picture rather than the chassis. For a curved panel, or where the quoted diagonal is a marketing figure, switch to measured width and run a tape across the picture.
- 2
Measure eye to screen
Sit as you race and measure from your eyes to the centre of the middle screen. Five centimetres here is worth two or three degrees in the answer.
- 3
Choose single or triple
On triples add the bezel gap in millimetres — the centre screen's bezel plus the side screen's, measured across the join — so the total angle accounts for the join.
- 4
Open Options, Camera, Field of View
Enter the horizontal figure. On a triple rig this is the total across all three panels, not the angle of one of them.
- 5
Aim the side panels
Rotate the side monitors to the optimal angle shown here, which is the same number as your single-screen horizontal FOV. Objects then keep their size and speed as they cross a bezel.
- 6
Check against a known landmark
Sit still on the grid and compare the size of the car ahead with how a real car at that distance would look. Correct FOV means life size; anything smaller means the value is too wide.
- 7
Drive a stint before judging
The first laps will feel unfamiliar because the scenery has moved out of your peripheral vision. Judge it on whether your braking references repeat.
| 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, using the true pixel ratios. |
| Outputs | Horizontal FOV for the AMS2 field, vertical FOV for cross-checking against AMS1 and the Kunos sims, visible width and height, and the optimal side-screen angle. |
| Precision | Rounded to a whole degree for the menu, with the exact figure to one decimal shown beside it. |
| Browser support | Any browser with JavaScript. No canvas, no WebAssembly, no permissions. |
| Offline | Works with no network once the page has loaded. |
| Account or install | None. No signup, no extension, nothing to download. |
- If you are coming from Automobilista 1, do not reuse the number — AMS1 was vertical, AMS2 is horizontal, and the same rig needs a value roughly twenty degrees higher here.
- Project CARS-era FOV figures do transfer, because AMS2 shares that engine lineage and its horizontal convention.
- A value in the low fifties for a 27-inch desk setup is exactly what the geometry predicts; if a guide gives you something in the thirties, it is quoting the vertical axis.
- The cockpit and chase cameras frame the car differently, so a correct cockpit value will look wide from the chase view. Set it from the camera you actually race in.
- Moving the screen closer raises the correct FOV and gives you more picture at the same scale — always a better trade than widening the number.
- Write your value down before verifying graphics files or resetting the options; a reset drops it back to the default framing.
- Setting Automobilista 2 up correctly after coming from Automobilista 1, where the axis was different.
- Carrying a Project CARS-era field of view across to AMS2 without re-deriving it.
- Building a triple-screen rig and needing the total horizontal angle plus the physical side-screen angle.
- Working out why the sense of speed in AMS2 feels different from the same track in a vertical-FOV sim.
- Deciding whether a larger panel or a closer seating position gives the bigger improvement for the money.
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