✨ Graphics & rendering

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

📅 Updated 👥 FPSHQ Team · methodology

FOV 70°FOV 110°Wider FOV = more objects in frame = higher load
The wider the FOV, the more of the scene is visible

Key figures

From the FPSHQ database, as of Oct 15, 2026

22games with ray tracing
4games with path tracing
58%FPS with RT vs ultra (model)
58%FPS with RT vs ultra (measured)

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 useNotes
60–75°console defaults, third-personzoomed, cinematic
80–90°most PC defaultsbalanced
100–110°competitive shooters, arenawide awareness, fisheye at edges
120°+speedrunners, specific gamesstrong 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.

FPSHQ

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

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In short

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?
90–100° horizontal on a 16:9 monitor at desk distance; 103° (Call of Duty "Wide") is a common competitive choice; lower it if edges look distorted.
Does a higher FOV reduce FPS?
Yes, by roughly 5–15 % at very wide values, because more objects are rendered; the pixel count stays the same.
Why does my ultrawide show the same FOV as 16:9?
The game is Vert−: it keeps horizontal FOV and crops vertically. Hor+ games or an FOV fix mod show more at the sides.
Is FOV the same as zoom?
Zoom is the opposite: scopes temporarily narrow FOV to magnify the centre of the view.

Sources

FPSHQ Team · methodology · methodology · Updated

✏️ Found a mistake? Suggest an edit

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