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.
1920×1080, 2560×1440, 3840×2160
Settings → Gameplay & HUD → Camera — Cockpit / Hood / Bumper / Driver / Chase Camera 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: 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.
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
| Axis Forza uses | Undocumented. 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 yourself | Run 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 lives | Settings, then Gameplay & HUD, then the Camera section. |
| Six separate sliders | Bumper, Hood, Cockpit, Driver, Chase Near and Chase Far each keep their own value, so changing the cockpit view leaves the chase view untouched. |
| Hard range | 25 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 ultrawide | A 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 values | A 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 support | There 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 menus | Racing 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 FOV | Resolution, 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
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
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
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
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
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
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
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.
| 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 | Both 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 check | The 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 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, 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.
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