- Horizontal FOV
- 103°
- Aspect ratio (width ÷ height)
- 1.7778
70.53°
Open with these values70.53°
Result: 70.53 °Games usually let you set the horizontal field of view, but what you actually see above and below is the vertical one, and the aspect ratio decides the gap. At 16:9 a 103° horizontal setting is only 70.53° vertically. On a square 1:1 image the two are identical.
70.53°
Open with these values58.71°
Open with these values73.17°
Open with these valuesVfov = 2 × arctan(tan(Hfov ÷ 2) ÷ aspect ratio)
Horizontal in, vertical out, so the tangent of the half-angle is divided by the aspect ratio; the formula stands in the Wikipedia article on field of view in video games, checked on 23 August 2026. The reverse direction multiplies instead.
Swap the two and 103° at 16:9 reads 131.79° instead of 70.53°, which looks plausible enough to keep. The square case is the check: at an aspect ratio of 1 both angles have to come out equal.
Enter width divided by height: 16:9 is 1.7778, 21:9 about 2.3333, 4:3 about 1.3333. Your resolution works too — 2560 ÷ 1440 is again 1.7778.
At 21:9 the same horizontal setting gives a smaller vertical angle than at 16:9: 120° comes out at 73.17° rather than 88.51°. To keep the up-and-down view constant across monitors, raise the horizontal number per aspect ratio.
I multiplied by the aspect ratio instead of dividing.
That is the vertical-to-horizontal direction. For 103° at 16:9 it gives 131.79° rather than 70.53°.
My monitor is 16:9, so I entered 16 in the aspect ratio field.
The field takes the quotient, so enter 1.7778. A 16 would describe a screen sixteen times wider than it is tall.
Two monitors set to 120° horizontal show the same amount vertically.
Only at the same aspect ratio. At 16:9 that setting is 88.51° vertically, at 21:9 only 73.17°.
| Hfov °, aspect ratio | Screen | Vertical FOV ° |
|---|---|---|
| 70, 1.7778 | 16:9, console-style narrow | 43.00 |
| 90, 1.7778 | 16:9, the common PC default | 58.71 |
| 103, 1.7778 | 16:9, a wide competitive setting | 70.53 |
| 103, 1 | Square image — both angles are equal | 103.00 |
| 90, 1.3333 | 4:3, the old standard | 73.74 |
| 120, 2.3333 | 21:9 ultrawide | 73.17 |
Use Vfov = 2 × arctan(tan(Hfov ÷ 2) ÷ aspect ratio), working in degrees. For example, a 103° horizontal FOV at a 16:9 aspect ratio (1.7778) gives a vertical FOV of about 70.5°. The horizontal angle is halved, run through the tangent, divided by the aspect ratio, and turned back into an angle.
Field of view is the angular extent of the scene a camera shows on screen, measured in degrees. A wider FOV shows more of the world but makes objects appear smaller, while a narrow FOV zooms in. Games usually let you set the horizontal FOV, and this calculator converts it to the matching vertical angle.
Because most screens are wider than they are tall. The two viewing angles are linked by the aspect ratio: the wider the screen, the larger the gap. At a 1:1 aspect ratio they are equal, but at 16:9 a 103° horizontal FOV corresponds to only about 70.5° vertically.
On a 21:9 ultrawide screen (aspect ratio about 2.3333) the same horizontal FOV produces a smaller vertical FOV than on 16:9, so the extra width is added at the sides rather than the top and bottom. To keep the vertical view consistent across monitors, convert your FOV and adjust the horizontal setting per aspect ratio.
Enter width divided by height as a decimal: 16:9 is 1.7778, 16:10 is 1.6, 21:9 ultrawide about 2.3333, 32:9 super ultrawide about 3.5556, and 4:3 about 1.3333. If you know your resolution, divide the width in pixels by the height — 2560 ÷ 1440 also gives 1.7778.
Information, not professional advice.
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