FOV Converter
FOV Converter
✓ FreeFOV Converter
Same Perspective, Any Monitor or Game
Convert field of view between horizontal and vertical FOV, or between aspect ratios, using the same Hor+ trigonometric scaling modern engines use internally.
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Why the Same FOV Number Looks Different on Every Screen
Field of view controls how much of the game world is visible at once. The number itself means nothing without knowing which axis it’s measured on and what aspect ratio it’s paired with.
Important:
New HFOV = 2 × atan( tan(Old HFOV ÷ 2) × (New Aspect ÷ Old Aspect) )
VFOV = 2 × atan( tan(HFOV ÷ 2) ÷ Aspect Ratio )
// CS2 at 800 DPI, 2.0 sens, 0.022 yaw → 25.98 cm/360
// Valorant at 800 DPI, 0.4 sens, 0.07 yaw → 40.82 cm/360
Converting Your FOV in Four Steps
Find your mouse DPI
Pick horizontal-to-vertical, vertical-to-horizontal, or aspect-ratio-to-aspect-ratio in the converter above.
Enter your current FOV and aspect ratio
Type the FOV value from your current game's settings menu, plus your monitor's aspect ratio.
Enter the target aspect ratio or FOV type
Add the aspect ratio or convention of the game or monitor you're converting to.
Apply the converted FOV
Your matching value appears instantly — enter it in the new game's video settings, then re-check your sensitivity (see below).
Horizontal, Vertical, and Diagonal FOV — What Each Game Actually Uses
Not all games measure FOV the same way, and — importantly — not every source agrees on which convention every game uses. The table below reflects the most consistent cross-referenced data; where community sources genuinely disagree, that’s noted rather than papered over.
| Game | FOV Type | Typical Slider Range | Confidence |
|---|---|---|---|
| CS2 / CS:GO | Horizontal (Hor+) | ~90° at 4:3, ~106° at 16:9 | Confirmed |
| Valorant | Fixed vertical (103°) | Not adjustable | Confirmed |
| Apex Legends | Disputed — horizontal or vertical | ~70–110 | Debated |
| Overwatch 2 | Disputed — some sources say fixed 103° horizontal, others vertical-referenced | Up to 103–120 (max) | Debated |
| Call of Duty: Warzone | Vertical-referenced per most sensitivity-tool sources | 60–120 | Debated |
| Rainbow Six Siege | Vertical-referenced | 60–90 | Debated |
| Fortnite | Horizontal (Unreal Engine convention) | 80–170 | Confirmed |
Cross-referenced against multiple current sensitivity/FOV tool sources. “Debated” rows mean credible sources disagree — check your specific game’s official settings description or community wiki before trusting either axis blindly, and when in doubt, convert both ways and compare visually in-game.
Horizontal FOV to Aspect Ratio Conversion Chart (Hor+)
Common horizontal FOV values at 16:9, converted to 4:3, 21:9, and 32:9 using verified Hor+ trigonometry.
| 16:9 HFOV | 4:3 Equivalent | 21:9 Equivalent | 32:9 Equivalent | Feel |
|---|---|---|---|---|
| 80° | 63.6° | 94.4° | 119.7° | Narrow |
| 90° | 73.7° | 106.3° | 132.9° | Standard |
| 100° | 84.0° | 117.0° | 144.1° | Wide |
| 103° | 87.1° | 119.9° | 146.7° | Wide |
| 110° | 94.4° | 126.4° | 152.5° | Very Wide |
Highlighted Row:
(100° at 16:9) is a common competitive baseline. On a 21:9 ultrawide, its Hor+ equivalent is 117° — same vertical view, more on the sides.
Where FOV Conversion Actually Matters
Ultrawide and super-ultrawide monitors need Hor+ scaling
Switching from 16:9 to 21:9 or 32:9 without converting shrinks your effective vertical FOV and can stretch objects at the edges. Converting keeps the vertical view identical and only adds horizontal peripheral vision.
Switching games with different FOV conventions
A horizontal FOV of 90° in one game is not the same as a vertical FOV of 90° in another — and as the table above shows, which convention a given game actually uses is sometimes genuinely contested. Confirm in the game’s own settings menu or official wiki, not just a converter site, before trusting a converted number blindly.
FOV changes affect sensitivity feel, even at a fixed sensitivity number
Widening FOV makes the same physical mouse movement appear to rotate the camera faster on screen; narrowing it does the opposite. After converting FOV between games, re-check your cm/360 to confirm your aim feel still matches.