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Forza Motorsport FOV calculator

Measure your screen and your seating distance, and this returns the exact number Forza Motorsport 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 Forza Motorsport
53°
if the slider is horizontal
31°
if the slider is vertical

Settings → Gameplay & HUD → Camera — Cockpit / Hood / Bumper / Driver / Chase Camera 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.

compared against the horizontal candidate
Forza Motorsport
Where
Settings → Gameplay & HUD → Camera
Units
Degrees, axis undocumented — both figures are shown above.
Accepted range
25–65° Six separate sliders — Bumper, Hood, Cockpit, Driver, Chase Near and Chase Far — each remembered per camera.
Triple screens
There is no triple-screen mode: no screen angle, no bezel width, no distance field. Spanning three panels with Surround stretches the outer thirds and nothing in the menu corrects it. The angle below is still worth using to aim the panels, but the game will not know about it.
Checked against
purexbox.com — Forza Motorsport: How To Change Field Of View (FOV) (menu path and the six cameras) · Turn 10 gamescom announcement, reported widely: FOV adjustable across all first- and third-person cameras from 25 to 65 degrees

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: Turn 10 has never documented which axis the slider measures, and the official Forza forum threads where it was argued now redirect to a landing page. Third-party calculators treat it as horizontal; the 25–65 clamp reads more naturally as vertical. This page therefore shows both and tells you how to settle it on your own machine in about a minute.

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

Forza Motorsport is the awkward one. It has six independent field-of-view sliders, one per camera, each clamped to 25 to 65 degrees, and Turn 10 has never published which axis those degrees are measured on. The official forum threads where the question was argued now redirect to a landing page, so there is no primary source left to cite. Rather than pick a side and hand you a confident number that might be half or double what you need, this page gives you both candidates from your own measurements, shows you what each one would look like, and tells you how to settle it on your own machine in about a minute. It also handles the part Forza does not: the physical angle for a triple rig, which the game itself has no field for.

Key facts about Forza Motorsport FOV calculator

Key facts about Forza Motorsport FOV calculator
Axis Forza usesUndocumented. Turn 10 never published it and the official Forza forum threads that debated it now redirect to a landing page, so there is no primary source to cite either way.
How to settle it yourselfRun the game windowed, note a landmark at the very top and the very far left of the picture, then change the window to a much narrower aspect ratio. Whichever edge keeps its landmark is the axis the FOV number is measured on.
Where the setting livesSettings, then Gameplay & HUD, then the Camera section.
Six separate slidersBumper, Hood, Cockpit, Driver, Chase Near and Chase Far each keep their own value, so changing the cockpit view leaves the chase view untouched.
Hard range25 to 65 degrees on every camera, announced with the game. There is no in-game way past it — third-party tools exist purely to lift the limit, which is evidence enough that the clamp bites.
What the clamp costs an ultrawideA 34-inch 21:9 panel at 60 cm subtends about 67 degrees horizontally. If the slider is horizontal, the maximum the game allows is already narrower than the screen you are looking at.
Worked single-screen valuesA 27-inch 16:9 panel at 60 cm covers 52.96 degrees horizontally and 31.30 vertically. Both sit inside the 25 to 65 window, which is why the clamp does not disambiguate the axis on a normal desk.
Triple-screen supportThere is none. No screen angle, no bezel width, no distance field. Spanning three panels with a surround driver stretches the outer thirds and nothing in the menu corrects it.
Ultrawide menusRacing renders at the wider aspect, but the menus and the HUD layout stay locked to 16:9, which is a long-standing complaint rather than a setting you can change.
Does not affect FOVResolution, refresh rate and graphics presets change nothing. Only physical size and distance do.

What happens to your file

There is no file and nothing to upload. The page turns your screen's diagonal and aspect ratio into a physical width and height, evaluates 2 x atan(width / 2 x distance) and 2 x atan(height / 2 x distance) in JavaScript inside this tab, and adds the side-panel trigonometry for triples. No request leaves the browser, nothing is written to storage, and what you type is discarded when the tab closes.

About this tool

  1. 1

    Measure the visible image

    Use the diagonal of the picture, not the chassis. For a curved panel, switch to measured width and run a tape across the picture.

  2. 2

    Measure eye to screen

    Sit exactly as you play — couch distance and desk distance give wildly different answers, and on a console that difference is often two metres.

  3. 3

    Read both candidates

    The page shows the horizontal figure and the vertical figure together. On a 27-inch desk setup they are roughly 53 and 31, which is far too big a gap to split the difference.

  4. 4

    Settle the axis in the game

    Run windowed, note what sits exactly at the top edge and exactly at the left edge, then resize the window to a much narrower aspect. The edge that keeps its landmark is the axis being held fixed, and that is the axis the slider measures.

  5. 5

    Open Settings, Gameplay & HUD, Camera

    Set the slider for the camera you actually race in. Cockpit, Hood, Bumper, Driver, Chase Near and Chase Far are six separate values.

  6. 6

    Check the clamp

    If your number is outside 25 to 65 the game will not take it. That is a physical problem, not a settings problem: move the seat or change the screen.

  7. 7

    Aim a triple rig manually

    Forza has no angle or bezel field, so use the optimal angle here to position the side monitors and accept that the outer thirds will still stretch. The game cannot render a separate projection per panel.

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, using true pixel ratios.
OutputsBoth the horizontal and the vertical figure side by side, visible width and height in centimetres, and the optimal side-screen angle for aiming a triple rig.
Range checkThe page warns when either candidate falls outside Forza's 25 to 65 window instead of clamping it quietly and printing a number that cannot be entered.
Browser supportAny browser with JavaScript. No canvas, no WebAssembly, no permissions.
OfflineWorks with no network once the page has loaded.
Account or installNone — no signup, no extension, no Xbox or PC login.
  • Do not average the two candidates. They differ by about twenty degrees on a typical desk, and a value halfway between is wrong for both interpretations.
  • The aspect-ratio test takes a minute and settles the question permanently for your build — far better than trusting any calculator, this one included.
  • Console players sit much further from the screen than PC players, and the correct value falls fast with distance; a 55-inch TV at three metres needs a very different number from a 27-inch monitor at 60 cm.
  • If the correct number lands below 25, you are sitting too far from too small a screen for the clamp to accommodate. Moving closer is free.
  • Chase Near and Chase Far frame the car rather than the road, so a geometrically correct value will feel tight there on purpose.
  • Ultrawide players should expect the menus and HUD to stay 16:9 no matter what FOV they set — that is a known limitation, not a symptom of a wrong value.
  • Getting both candidate values before setting up Forza Motorsport's cockpit camera for the first time.
  • Working out whether the 25 to 65 clamp can even accommodate a 34-inch ultrawide at desk distance.
  • Setting a sensible value for a living-room TV where the viewing distance is measured in metres, not centimetres.
  • Aiming the side monitors on a triple rig that Forza itself has no geometry settings for.
  • Comparing what Forza allows against the value a dedicated sim on the same rig would ask for.
Nobody outside Turn 10 can say for certain, and we would rather admit that than hand you a confident number. It has never been documented, and the official Forza forum threads where the question was argued now redirect to a landing page, so there is no primary source left. Third-party calculators generally treat it as horizontal; the 25 to 65 clamp reads more naturally as a vertical range. This page therefore gives you both figures and a test that settles it on your own machine.
Run the game in a window and pick two landmarks: one touching the very top edge of the picture and one touching the very left edge. Without changing any setting, resize the window to a much narrower aspect ratio, say from 16:9 towards 4:3, and look again. If the top landmark is still exactly at the top edge, the vertical angle is being held constant and the slider is vertical. If the left landmark is still exactly at the left edge, it is horizontal. One minute, and the answer applies to your build and your version.
25 to 65 degrees, on every one of the six camera sliders. That range was announced with the game and there is no supported way past it — the existence of third-party tools built purely to lift the limit is a fair indication of how often people run into it. On a normal 27-inch desk setup both candidate values sit comfortably inside the window, which is unfortunate: if one of them fell outside it, the clamp itself would tell you which axis the game uses.
Because Forza keeps a separate field of view for Bumper, Hood, Cockpit, Driver, Chase Near and Chase Far, and remembers each independently. The three in-car views are all looking down the road from a fixed point in the car, so the geometrically correct value applies to all of them and they should match. The two chase views are framing the car rather than the road, which is a composition decision — a correct value there will feel unusually tight, and most people deliberately run wider.
Not meaningfully. There is no screen angle field, no bezel width and no viewing distance input, which means the game cannot build a separate projection for each panel. Spanning three monitors with a surround driver gives you one very wide flat frustum, so the outer thirds stretch and nothing in the menu corrects it. The angle this page gives you is still worth using to position the monitors physically, because badly aimed panels look worse again — but the game will never know about it.
Something much lower than a monitor setup, and often below what the slider allows. The correct angle collapses with distance: a 55-inch 16:9 TV at three metres subtends roughly 23 degrees horizontally and 13 vertically, and both are under Forza's 25 minimum. At that point the honest answer is that no allowed value is geometrically correct, so pick the minimum and accept that the world is drawn larger than life. Sitting closer, or a larger screen, is the only real fix.
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