BeamNG.drive FOV calculator
Measure your screen and your seating distance, and this returns the exact number BeamNG.drive asks for — on the axis its menu actually uses.
1920×1080, 2560×1440, 3840×2160
Options → Camera → the FOV slider for the camera you are driving — FOV. Numpad + and Numpad − nudge FOV while driving; the Lua console accepts core_camera.setFOV(0, n).
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: Answered by the developers on the official BeamNG forum: asked "vertical or horizontal FOV", BeamNG team member Nadeox1 replied "Vertical IIRC", and the thread's author confirmed it by matching BeamNG's view against Assetto Corsa, which is also vertical. Note that at least one widely used calculator lists BeamNG as horizontal — it is not.
BeamNG.drive keeps a separate field of view for every camera, and all of them are measured vertically. That last part is worth stating plainly because at least one widely used sim-racing calculator lists BeamNG as a horizontal-FOV title; it is not, and a BeamNG developer said so directly on the official forum. This page works out the vertical angle your screen actually covers from where you sit, returns it in the units the camera sliders use, and shows the horizontal figure beside it so you can see how far apart they are. It also handles the case BeamNG itself does not: three screens, where the game has no angle or bezel fields of its own.
Key facts about BeamNG.drive FOV calculator
| Axis BeamNG uses | Vertical degrees. Asked "vertical or horizontal FOV" on the official BeamNG forum, team member Nadeox1 answered "Vertical IIRC", and the thread's author confirmed it by matching BeamNG's view against Assetto Corsa, which is also vertical. |
|---|---|
| One calculator gets this wrong | The simracingcockpit.gg tool groups BeamNG with the horizontal sims. On a 27-inch desk setup that is a 22-degree error in the wrong direction. |
| Where the setting lives | Options, then Camera, then the FOV slider for the camera you are driving. There is no single global field of view. |
| Per-camera defaults | BeamNG's own documentation gives 65 degrees as the default field of view for the external and chase cameras and 55 for a dash camera, described simply as "Default field of view of the camera (degrees)". |
| Practical range | 10 to 120 degrees through the normal controls; the world editor's slider will go from 0.001 to 179, which is useful for screenshots and useless for driving. |
| Live adjustment | Numpad plus and Numpad minus nudge FOV while driving, and the Lua console accepts core_camera.setFOV(0, n) for an exact value. |
| Worked single-screen value | A 27-inch 16:9 panel at 60 cm covers 31.30 degrees vertically, so the driver camera wants 31 — less than half the 65 default. |
| What the default costs you | At 65 instead of 31, the world is drawn at 0.44x life size, which is why a 200 km/h run on the default camera feels closer to half that. |
| Triple screens | BeamNG has no screen-angle, bezel or distance fields. On a spanned triple resolution it keeps the vertical angle and widens the horizontal one to fill the surface, so the number you type stays the vertical one. |
| Does not affect FOV | Resolution and refresh rate change nothing on their own — but a wider spanned resolution does widen what you see horizontally, because the vertical angle is what stays fixed. |
What happens to your file
No file, no upload, no account. The page derives your panel's width and height from its diagonal and aspect ratio, evaluates 2 x atan(height / 2 x distance) for the vertical angle and its horizontal counterpart, and runs the side-panel trigonometry when triple mode is on — all in JavaScript in this tab. Nothing is sent to a server, nothing is stored, and closing the tab discards everything you typed.
About this tool
- 1
Measure the visible image
Use the diagonal of the picture rather than the chassis. For a curved panel, switch to measured width and run a tape across the picture instead.
- 2
Measure eye to screen
Sit exactly as you drive and measure to the centre of the screen. This is the number that moves the answer most.
- 3
Pick the camera you actually use
BeamNG stores FOV per camera, so decide whether you are setting the driver view, the hood view or a chase camera before you change anything.
- 4
Open Options, Camera
Find the FOV slider for that camera and replace the default with the vertical figure from this page. On a typical desk it will be roughly half the 65 the external cameras ship with.
- 5
Fine-tune with the numpad
Numpad plus and minus nudge the value while driving, which is the quickest way to confirm you changed the camera you meant to change.
- 6
Repeat for each camera
The driver, hood, bumper and chase cameras each keep their own number. A correct driver value will look tight from the chase camera, which frames the car rather than the road.
- 7
On triples, set the vertical value and aim the panels
BeamNG has no angle field, so type the same vertical number and rotate the side monitors physically to the optimal angle shown here. It will not be a true three-projection render, but it is as close as the game allows.
| 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 true pixel ratios. |
| Outputs | Vertical FOV for the camera slider, horizontal FOV for reference, visible width and height in centimetres, and the optimal side-screen angle. |
| Range check | The page flags a value outside BeamNG's practical 10 to 120 window rather than clamping it quietly. |
| 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, no mod. |
- If a calculator hands you a number in the fifties for BeamNG on a 27-inch desk setup, it is treating the game as horizontal — a developer on the official forum confirmed it is vertical.
- core_camera.setFOV(0, n) in the Lua console sets an exact value without hunting for the right slider position.
- The chase camera is framing a car, not a road, so it is the one camera where the geometrically correct number will feel wrong on purpose.
- A correct vertical FOV barely changes when you move from 16:9 to an ultrawide at the same distance — the extra width comes for free, the scale does not change.
- The world editor's FOV slider reaches 179 degrees, which is superb for a screenshot and unusable for driving; do not confuse it with the camera setting.
- Set FOV before you spend time on seat or camera offsets, because changing FOV moves the horizon and undoes the framing you just set.
- Replacing BeamNG's 65-degree default on the driving camera with a value that matches your own screen and desk.
- Matching BeamNG's sense of scale to a dedicated racing sim so that speeds feel consistent between the two.
- Setting up a spanned triple-screen resolution where BeamNG offers no geometry settings of its own.
- Working out why a crash test at 120 km/h looks slower on your monitor than in the videos you watched.
- Setting a deliberately wide value for cinematic capture while knowing exactly how far from correct it is.
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