Find the exact field of view (FOV) to enter in your game settings in seconds, based on the size, number, distance and angle of your screens.
Click your game to see the exact setting path and the value to apply, calculated live from your settings above.
Setting path : Options → Graphics → Field of View
Per-monitor setting in triple mode: enter the calculated horizontal value on each of the 3 monitors, then enable “Use 3 Screens” in the graphics options.
Setting path : Settings → View → Field of View
Per-monitor horizontal setting. Make sure “Triple Screen” mode is enabled in the launcher (or in Content Manager / CSP).
Setting path : Settings → View → Field of View
This game uses vertical FOV. Triple-screen specific settings (angles, bezels) are under HUD → Triple Screen.
Setting path : Settings → Display → FOV
Vertical FOV is used. For advanced triple-screen setup, edit the player.json file.
Setting path : Settings → Graphics → Field of View
Built on the rFactor 2 engine, this game uses vertical FOV. Triple-screen settings are under Graphics → Triple Screen.
Setting path : Settings → Camera → Field of View
Per-monitor horizontal setting. Advanced triple-screen configuration is found in the graphics/camera menus.
Setting path : Settings → Camera → On-Board Camera FOV
These games are usually played in a single ultra-wide window (Surround). Use the total horizontal value if playing stretched.
Setting path : Options → Camera → FOV
Both modes are supported, but on a single wide resolution (Surround/Eyefinity), use the total horizontal value.
Setting path : Options → Video → FOV
Classic ISI-engine titles use vertical FOV, with the same value for single and triple screens.
These settings are for guidance only: menus can vary with updates and installed mods. Always double-check in the game's options.
Sit in your usual driving position and measure the distance between your eyes and the center of the middle screen. On a triple screen, this same distance is also used as the reference for the two side screens.
An incorrect FOV distorts your perception of distance in-game (braking too early or too late, misjudging racing lines). The horizontal FOV calculated here matches the real angle covered by your simulator's screens — enter it directly in your game's graphics settings (iRacing, ACC, AMS2, Le Mans Ultimate, etc.).
Geometric calculation given as a guide; fine-tune afterwards to your visual comfort.