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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.

Free & unlimitedWorks offline
Screens
Screen measurement
Aspect ratio

1920×1080, 2560×1440, 3840×2160

Enter this in Le Mans Ultimate
31°
vertical degreesexact value 31.30°

Settings → Graphics → Visuals → Vertical FOV — Vertical FOV. Shares the rFactor 2 engine, so a fresh install starts at the "Default" entry, which equals 49.

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.

same axis as the value above
Le Mans Ultimate
Where
Settings → Graphics → Visuals → Vertical FOV
Units
Vertical degrees. A horizontal number typed here gives a badly zoomed-out view.
Accepted range
10–100° Default 49 — far wider than most desks need.
Triple screens
LMU inherits rFactor 2's triple handling, so the vertical figure stays the same across one screen or three — it is set by how tall your centre screen is and how far away you sit. The angle below is for aiming the physical panels.
Checked against
news.racecontrol.gg — Le Mans Ultimate: How To Adjust Your Field Of View (FOV) & Seating Positions · simracingcockpit.gg — FOV calculator (lists rFactor 2 and Le Mans Ultimate under vertical FOV)

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).

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

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

Key facts about Le Mans Ultimate FOV calculator
Axis LMU usesVertical degrees, and the menu says so — the setting is labelled "Vertical FOV" rather than just FOV.
Where the setting livesSettings, then Graphics, then scroll to Visuals; Vertical FOV appears in the lower third of the page (racecontrol.gg).
Accepted range10 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 valueA new install shows "Default", which equals 49 — about 56 percent wider than a 27-inch screen at 60 cm needs.
Shared engineLMU 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 valueA 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 youAt 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 itThe 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 separateLMU exposes its own mirror field of view, which is unrelated to this setting and does not need to match it.
Does not affect FOVResolution, 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. 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. 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. 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. 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. 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. 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. 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.

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.
OutputsVertical FOV for the LMU field, horizontal FOV for reference, visible width and height in centimetres, and the optimal side-screen angle.
Range checkLMU accepts 10 to 100, and the page warns when your geometry falls outside that window instead of silently clamping.
Browser supportAny browser with JavaScript. No canvas, no WebAssembly, no permission prompts.
OfflineWorks with no network once the page has loaded.
Account or installNone. 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.
Vertical, and uniquely among the major sims you do not have to take anyone's word for it: the menu entry itself is labelled Vertical FOV. It lives in Settings, Graphics, Visuals and accepts 10 to 100. That matters when you carry a setup across, because iRacing and Automobilista 2 take the horizontal angle instead, which is roughly twenty degrees larger for the same 16:9 rig at desk distance.
A fresh install shows Default, which equals 49 vertical degrees. That is far wider than a normal desk setup justifies — a 27-inch screen at 60 cm calls for about 31 — so out of the box the world is drawn at roughly 0.61 times life size. Everything looks smaller and further away than it is, closing speeds read slow and braking references arrive later than they should. Replacing 49 with your calculated number is the single biggest visual change you can make to the sim.
31. A 27-inch 16:9 panel is 59.8 cm wide and 33.6 cm tall, and at 60 cm it subtends 31.30 degrees vertically. Round it to 31 and type that into Vertical FOV. The same rig is 52.96 degrees horizontally, which is the number a horizontal-FOV sim such as iRacing would want — do not carry the 53 across, it would draw the world at about half scale here.
Barely. The vertical angle is decided by how tall your centre screen is and how far you sit from it, and neither of those changes when you bolt panels on either side. What changes is how much of the world you can see to the left and right, which is exactly what triples are for. Set the same vertical figure, then aim the side panels at the angle this page gives you so the image stays continuous across the bezels.
Yes, if the rig is unchanged. Le Mans Ultimate runs on the rFactor 2 engine and inherits its vertical FOV convention, so a value that is geometrically correct in one is geometrically correct in the other. What does not carry across is anything you set by feel rather than by measurement, because rF2's field of view interacts with a different default seat position — expect to redo the seat even when the FOV number transfers cleanly.
Only if your screen genuinely subtends that angle, which on a desk it will not. A vertical FOV of 100 would need the picture to be taller than your distance from it — a projector at arm's length, near enough. The wide end of the range exists because the engine allows it, not because it is useful. Setting a number the geometry does not support does not give you more information, it gives you the same information drawn smaller.
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