FOV (field of view): horizontal vs vertical, the right value for 16:9 and ultrawide, and its FPS cost
FOV (field of view) is the angular width of the scene the camera shows, usually quoted as horizontal degrees on a 16:9 screen (e.g. 90°) or as vertical degrees in engines like Source and Unreal. A wider FOV shows more of the surroundings and feels faster but shrinks distant objects and costs FPS, because more geometry is on screen.
field of view · hFOV · vFOV · FOV slider
Key figures
From the FPSHQ database, as of Oct 15, 2026
Horizontal, vertical and aspect ratio
Games store FOV either horizontally or vertically and derive the other from the aspect ratio. "Hor+" games keep vertical FOV fixed, so a 21:9 ultrawide monitor sees more to the sides; "Vert−" games keep horizontal FOV, cropping the top and bottom on wide screens. 90° horizontal on 16:9 equals about 59° vertical; the same 59° vertical gives roughly 106° horizontal on 21:9.
Console shooters traditionally used 65–80° because players sit far from a TV; PC players at a desk prefer 90–110° to avoid the "tunnel vision" effect.
Gameplay and comfort
Low FOV plus head bob is a common cause of motion sickness; raising FOV to 90–100° fixes it for many players. Very high FOV distorts edges and makes distant enemies tiny, which hurts aim in shooters that reward precision.
| FOV (16:9 horizontal) | Typical use | Notes |
|---|---|---|
| 60–75° | console defaults, third-person | zoomed, cinematic |
| 80–90° | most PC defaults | balanced |
| 100–110° | competitive shooters, arena | wide awareness, fisheye at edges |
| 120°+ | speedrunners, specific games | strong distortion |
Effect on FPS
More FOV means more objects pass frustum culling and more pixels show detailed geometry instead of sky. In our measurements and public tests, going from 80° to 110° costs about 5–15 % in open-world games and less in corridors. The pixel count is unchanged, so the extra cost comes from geometry and draw calls — partly a CPU load. Weapon models are often rendered with a separate, fixed FOV so they do not stretch.
Field of view
Horizontal FOV and aspect ratio: what fits on screen.
Unified FPSHQ model estimate, not a measurement.
On your PC
Enter your GPU (and CPU) — we calculate the effect of "FOV" with the unified FPSHQ model using Cyberpunk 2077 as the example.
Save your PC in the account · Detect hardware with the app · Unified FPSHQ model estimate, not a measurement.
Where to use this on FPSHQ
Forum discussions
No topics with this term yet — be the first to ask.
What is FOV?
FOV (field of view) is the angular width of the scene the camera shows, usually quoted as horizontal degrees on a 16:9 screen (e.g. 90°) or as vertical degrees in engines like Source and Unreal. A wider FOV shows more of the surroundings and feels faster but shrinks distant objects and costs FPS, because more geometry is on screen.
- games with ray tracing
- 22
- games with path tracing
- 4
- FPS with RT vs ultra (model)
- 58%
- FPS with RT vs ultra (measured)
- 58%
FAQ
What FOV should I use?
Does a higher FOV reduce FPS?
Why does my ultrawide show the same FOV as 16:9?
Is FOV the same as zoom?
Sources
FPSHQ Team · methodology · methodology · Updated
✏️ Found a mistake? Suggest an edit
Get the FPSHQ app — it detects your hardware and shows FPS in your games.
💻 Windows app