3D CAMERA FRAMING

FOV & Camera Calculator

Viewport size and horizontal FOV from vertical FOV, aspect, and distance.

FIELD OF VIEW

Frame your camera

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Width (units)
Height (units)
Horizontal FOV
Diagonal (units)
FOV is vertical in Unity/Godot by default; horizontal FOV changes with aspect ratio — that's why ultrawide monitors show more sideways, not more up/down. Viewport size = 2·tan(fov/2)·distance.

FOV and camera guide

Field of view is the most felt number in a 3D game — too narrow and players feel claustrophobic, too wide and everything looks like a fisheye. This calculator shows the relationship between FOV, aspect ratio, and the actual viewport size at any camera distance, so you can frame your game deliberately.

Vertical FOV is the constant

Unity and Godot define FOV vertically by default: the camera sees a fixed angular slice up-and-down, and the horizontal angle depends on the aspect ratio. That is why ultrawide monitors show more sideways — the horizontal FOV widens while vertical stays put.

The math: viewport height = 2·tan(verticalFOV/2)·distance. Width = height × aspect. Horizontal FOV = 2·atan(tan(verticalFOV/2)·aspect).

Choosing your FOV

60° vertical is the comfortable default for third-person and slower games. First-person shooters run 70–90° — wider feels faster and helps motion-sensitive players. Over 100° starts to distort; under 50° feels like looking through a tube.

Also consider screen size: the same 70° on a phone held close feels much wider than on a TV across the room. If you ship cross-platform, test FOV on your smallest and largest targets.

Tip: For console/PC games, expose a FOV slider — motion sickness from a fixed narrow FOV is one of the most common player complaints, and a slider costs nothing.

Frequently asked questions

Is FOV vertical or horizontal?

In Unity and Godot it is vertical by default. Some engines and calculators use horizontal — always check which one you are adjusting, they are not the same number.

What FOV should a first-person shooter use?

70–90° vertical is the standard range. Competitive players often want 90–100°; consoles often default lower (60–70°) to reduce nausea at couch distances.

How do I compute what fits on screen?

Viewport size at distance d is 2·tan(fov/2)·d wide (horizontal) or tall (vertical) depending on which FOV you set. This calculator gives both dimensions directly.

Privacy note: FOV calculations happen in your browser. Nothing is uploaded.