Sim racing setup guide

Field of view, worked out properly

Correct FOV is geometry, not taste: the angle your screens actually occupy from where your head sits. Enter your screens and your seating distance, and read off the number your sim asks for.

Start from
Layout
Distance units

Usually 6–10 mm.

Horizontal — all three 0° iRacing, AMS2, RaceRoom
Vertical 0° ACC, AC, rF2, Le Mans Ultimate
Horizontal — one screen 0° Centre screen only
Plan view of your screens and the field of view they cover
Screens, from above Bezels Field of view
The part most calculators skip

Vertical FOV doesn't change when you add screens

Side monitors add width, not height. So the vertical number above is the same whether you run one screen or three — if your sim asks for vertical FOV, the triple total is irrelevant to what you type. That single fact resolves most of the confusion around triple-screen FOV.

What changes with triples is the horizontal figure, and only the sims that ask for a horizontal number care. Which is which is in the table below.

Which number your sim wants

Horizontal or vertical, by title

SimAsks forEnterNotes
iRacing Horizontal — Across all three screens on triples. But see below — iRacing works this out itself.
Automobilista 2 Horizontal — Same engine lineage as Project CARS 2.
RaceRoom Horizontal —
Project CARS 2 Horizontal —
Assetto Corsa Competizione Vertical — Settings ▸ Graphics ▸ FOV.
Assetto Corsa Vertical —
rFactor 2 Vertical — Also has a separate MultiView triple-screen mode, configured from your screen geometry rather than this slider.
Le Mans Ultimate Vertical — Runs on rFactor 2's engine, so it behaves the same way.
Worth knowing

If you run iRacing, don't use this calculator

iRacing computes it for you, from better inputs

Its graphics options take your monitor width measured edge to edge including bezels, your bezel width on a single edge, the angle where your centre monitor meets the side ones, and your viewing distance — then a Compute button sets the field of view from all of it. That accounts for your actual geometry rather than an assumed layout, so it beats typing a number from any third-party tool, this one included.

Use the figures here for the sims that have no equivalent, and to sanity-check what iRacing gives you.

Getting the inputs right

Measure it, don't estimate it

1

Distance is eye to screen surface

Sit as you actually race — helmet-on posture, not leaning forward to read a menu. Measure from your eyes to the face of the centre monitor. A few centimetres here moves the answer more than anything else on the page.

2

Diagonal is the panel, not the box

Use the advertised diagonal of the display itself. The calculator derives width and height from that and your aspect ratio, so an ultrawide entered as 16:9 will be badly wrong.

3

Bezel is one edge, not the seam

Measure the frame on a single side of one monitor. The calculator adds the two that meet at each seam. Set it to zero if you're not sure — on most panels it shifts the total by a degree or two.

4

Then set the angle, not just the number

On triples the angle of the side screens matters as much as the FOV value. The ideal rotation is the same angle your centre screen already subtends — turn each side panel in by that much and the three screens sit on one arc around your head, which is what makes the image continue correctly across the seams.

The usual objection

Correct FOV feels too zoomed in. That's normal.

Almost everyone's first reaction to a correct number is that they've lost their mirrors and the car feels slow. What you've actually lost is the fisheye exaggeration that made everything look fast, and what you've gained is a world rendered at the same scale your eyes would see it — which is what lets you judge braking points, apex distance and closing speed by eye rather than by reference markers.

Give it a few sessions before changing it. If you genuinely cannot live with it, move your seat closer rather than widening the number: the geometry is a relationship between distance and screen size, and closing the distance widens the FOV honestly.

The one legitimate reason to run wider than correct is that you need to see something the correct view cuts off and you have no other way to get it — apex cones on a single screen, say. That's a trade you're making knowingly, not a setting you've got wrong.

Limits

What this doesn't cover

Curvature, vertically. A curved monitor bends horizontally only, so the vertical figure is worked out from your distance to the centre of the panel and is unaffected. The horizontal figures do account for the curve.

The sim still renders flat. No racing sim knows your panels are curved — it draws a flat perspective projection and your screen bends it slightly. The angle your screens occupy is still the right thing to match, which is what the curved figures here give you, but a curved screen will never be geometrically perfect the way a correctly angled flat triple can be.

VR. FOV is fixed by the headset optics. There's nothing to set.

Triple rendering modes. Several sims render each screen through its own camera once you enable their triple-screen support, and configure it from your measured geometry. Where a sim offers that, use it — it's a better model of your rig than a single FOV figure can be.

iRacing's own documentation for its built-in compute is Setting Up Three Monitors. Titles are listed above only where the horizontal-or-vertical question is settled; where it isn't, no figure is given rather than a guess.

Field of view is worth getting right once and then leaving alone. If you change seat position or monitors, come back and run it again — everything else in your settings can stay where it is.

Screens now set up correctly? There are free racing wallpapers for triple and ultrawide monitors at every resolution from 3440×1440 up to 7680×2160.