FPSCalc › FOV & Distance Calculator
Your desk already decided which field of view is honest. This turns a screen size, a resolution and a seating distance into degrees — and converts any game's FOV setting into any other game's convention.
The diagonal printed on the box.
Also sets the pixel counts used below.
Auto-set from your resolution; override it if you play stretched.
About 55–70 cm at a typical desk.
The number the slider or the config shows.
Check the table further down if you are unsure.
| Quantity | Value | How it is computed |
|---|
Natural horizontal FOV in degrees for common setups at your aspect ratio. Cells within 2° of your current game FOV are highlighted — that combination would render the world life-size without you changing anything.
Geometric projection of a standing player onto your resolution, assuming a 1.80 m tall model and a 0.23 m head. Games do not all use exact real-world scale, so read these as approximate.
| Distance | Full body (px tall) | Head (px tall) |
|---|
| Convention | Games | What it means |
|---|---|---|
| Horizontal on 16:9 | Valorant · Overwatch 2 · Call of Duty / Warzone · PUBG | The number is the horizontal angle across a 16:9 frame. Valorant is fixed at 103 with no slider; Overwatch 2 caps at 103. |
| Horizontal on 4:3 (Source) | Counter-Strike 2 · TF2 · Apex Legends · Left 4 Dead | Inherited from the 4:3 era. The vertical angle is preserved and the horizontal widens on a wider screen, so CS2's fixed 90 becomes 106.26° across a 16:9 panel and about 73.74° vertically. |
| Vertical | Battlefield 2042 · Rainbow Six Siege · Rust · Escape from Tarkov | Measured top to bottom, so it does not depend on your aspect ratio at all — but every horizontally-quoted comparison has to be converted first. |
Because the two numbers are not measured the same way. CS2 quotes horizontally against a 4:3 frame and then widens with your screen; a game that quotes 106° on 16:9 directly gives you exactly 106° of world. Until both are converted to the same axis and the same reference ratio, comparing the digits tells you nothing.
Only if you want a life-size window. At a normal desk that number lands around 50–60°, which feels claustrophobic in a shooter — every pro plays far wider because peripheral information beats realism. Use it as a reference point, then adjust upward deliberately, knowing exactly how much smaller you are making every target.
They move the same quantity: the angle your screen subtends. Doubling the diagonal at the same distance widens it a little less than doubling the angle, and halving the distance does roughly that too — but sitting closer also lets you see individual pixels. The grid above lets you compare both before spending anything.
No, as long as the aspect ratio is unchanged. What changes is how many pixels land on the same angular slice: at the same FOV, 2560 × 1440 puts 33% more pixels on the target than 1920 × 1080, which is exactly why a distant head that is unreadable at 1080p can be clickable at 1440p.
Your cm/360 stays identical in almost every modern engine, because rotation per mouse count does not depend on the viewing angle. What changes is how far the crosshair travels across the screen: widen the FOV and the same physical mouse movement sweeps fewer pixels. If that mismatch bothers you, match your sensitivity between games first and then treat FOV as a separate decision.