Le Mans Ultimate FOV calculator
Measure your screen and your seating distance, and this returns the exact number Le Mans Ultimate asks for — on the axis its menu actually uses.
1920×1080, 2560×1440, 3840×2160
Settings → Graphics → Visuals → Vertical FOV — Vertical FOV. Shares the rFactor 2 engine, so a fresh install starts at the "Default" entry, which equals 49.
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: No inference needed — the setting is literally labelled "Vertical FOV" in the menu (racecontrol.gg, which also records the 10–100 range and the default of 49).
Le Mans Ultimate is the rare sim that removes all doubt about the axis: the setting is literally called Vertical FOV, it sits in Settings under Graphics and then Visuals, and it accepts anything from 10 to 100. A fresh install starts on Default, which equals 49 — a long way wider than almost any desk or rig actually justifies, which is why the cars feel slow and distant out of the box. This page works out the vertical angle your screen genuinely covers from where you sit and returns it in the same units the menu uses, with the horizontal figure alongside so you can carry a correct setup across to a sim that measures the other way.
Key facts about Le Mans Ultimate FOV calculator
| Axis LMU uses | Vertical degrees, and the menu says so — the setting is labelled "Vertical FOV" rather than just FOV. |
|---|---|
| Where the setting lives | Settings, then Graphics, then scroll to Visuals; Vertical FOV appears in the lower third of the page (racecontrol.gg). |
| Accepted range | 10 to 100. Unlike most sims that clamp near the useful range, LMU will happily let you set a value nothing on your desk could justify. |
| Default value | A new install shows "Default", which equals 49 — about 56 percent wider than a 27-inch screen at 60 cm needs. |
| Shared engine | LMU is built on rFactor 2, which is also a vertical-FOV sim, so a value that is correct in one is correct in the other for the same rig. |
| Worked single-screen value | A 27-inch 16:9 panel at 60 cm covers 31.30 degrees vertically, so Vertical FOV goes to 31 — eighteen degrees below the default. |
| What the default costs you | At 49 instead of 31, the world is drawn at 0.61x life size: a braking board covers 61 percent of the screen width it should, which is the entire "why does it feel slow" complaint. |
| Triples barely move it | The vertical angle is set by the height of the centre screen and your distance from it. Adding side panels widens what you see without changing the number in the box. |
| Mirror FOV is separate | LMU exposes its own mirror field of view, which is unrelated to this setting and does not need to match it. |
| Does not affect FOV | Resolution, 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
No file, no upload, no server. The page derives the width and height of your panel from its diagonal and aspect ratio, then evaluates 2 x atan(height / 2 x distance) and the matching horizontal expression in JavaScript in this tab, plus the side-panel trigonometry when triple mode is on. Nothing is sent anywhere, nothing is written to storage, and every value you type is discarded when the tab closes.
About this tool
- 1
Measure the visible image
Use the diagonal of the picture, not of the chassis. On a curved panel or where the quoted diagonal is a marketing number, switch to measured width and run a tape across the picture.
- 2
Measure eye to screen
Sit in your normal driving position and measure to the centre of the middle screen. This single number moves the answer more than anything else on the page.
- 3
Open Settings, Graphics, Visuals
Scroll down until Vertical FOV appears in the lower third of the page. If it still reads Default, it is currently at 49.
- 4
Replace the default with your number
Type the vertical figure this page gives you. On a typical desk setup it will be somewhere in the high twenties to mid thirties, which is a large step down from 49.
- 5
Aim the side screens on a triple rig
Rotate the side panels to the optimal angle shown. At that angle each panel faces your eye squarely and a car crossing a bezel keeps its size and speed.
- 6
Fix the seat, then drive
Set the vertical FOV first and the seat position afterwards — changing FOV moves the horizon, so a seat set beforehand has to be redone.
- 7
Judge it over a stint
The first laps will feel tight because the scenery has left your peripheral vision. What matters is whether your braking markers start repeating.
| 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 LMU field, horizontal FOV for reference, visible width and height in centimetres, and the optimal side-screen angle. |
| Range check | LMU accepts 10 to 100, and the page warns when your geometry falls outside that window instead of silently clamping. |
| Browser support | Any browser with JavaScript. No canvas, no WebAssembly, no permission prompts. |
| Offline | Works with no network once the page has loaded. |
| Account or install | None. No signup, no extension, nothing to download. |
- Because LMU's range runs to 100, nothing stops you setting a value your rig cannot justify — the menu will not warn you, so use the calculated number rather than what looks comfortable in the first corner.
- An rFactor 2 setup transfers directly: same engine, same axis, so a correct value in one is correct in the other for the same seat and screen.
- If you want more picture without breaking the scale, move the screen closer; that raises the correct vertical figure instead of shrinking the world.
- LMU's mirror FOV is a separate control — widen that, not the main FOV, if the problem is that you cannot see cars alongside.
- On a 32:9 super-ultrawide the vertical angle is small, so the correct LMU value can look startlingly low. It is still correct; the width you gained does not change the height.
- Write the number down. Reinstalling or resetting the graphics options puts Vertical FOV back to Default, which is 49.
- Replacing the Default 49 on a fresh Le Mans Ultimate install with a value that matches your actual rig.
- Carrying a correct field of view between Le Mans Ultimate and rFactor 2, which share the engine and the axis.
- Setting up a triple-screen rig and needing both the vertical value and the physical angle for the side monitors.
- Working out why closing speeds in the Hyperpole run feel slower on your screen than in the streams you watched.
- Deciding whether moving the rig 10 cm closer is worth more than buying a larger panel.
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