© MrPix 2014 - 2017

Last updated on: February 24th 2017

**FOV Adjustment type:**Horizontal**FOV Ajustment method:**in-menu and in-game adjustment options**FOV Value Unit: °**

Project Cars is a bit of an oddball when it comes to adjusting FOV as it is Vertical+ game which means that the adjustable FOV is Horizontal. This means that the FOV value will be different depending on how wide your monitor is and/or how many monitors you have side by side.

You can calculate the mathematically correct value with the FOV Calculator and use this directly in game. Be sure to choose the correct ratio for your screen(s) and whether you have 1 or 3 of them though!

You will notice in the example below that the Horizontal FOV changes by adding horizontal real estate, where as the vertical FOV does not alter at all.

To alter the FOV for Cockpit View you need to follow the simple process while in game at the first menu screen:

- Choose
**Options and Help** - Choose
**Camera** - Choose the
**Field of View**panel (selected by default) - use the
**< >**to the right of the**Cockpit Camera**value to change the FOV to match the value you have calculated.

As with most sims/games, I like to add between 5**°** and 10**°** to the final figures to make it feel right for me.

There is fantastic seat/eye position adjustment in Project Cars, you can move the seat up and down and also forwards and backwards if you map keys to this function. Also you can map keys to increase and decrease the FOV whilst in game and probably the most brilliant feature is the head tilt (**seat angle up** and **seat angle down**) to make the horizon appear where you expect it to in relation to how you are actually sat in your real seat.

Here's how I have mine setup for reference so I can get the view just right whilst sat in the vehicle.

My new rig/screen has the following spec:

**Screen Qty:**Single**Screen Type:**4K Curved TV Screen with a 165" (420cm) radius**Screen Diagonal:**65" (165cm)**Screen Width:**56.3" (143cm)**Screen Height:**32.2" (84cm)**Screen Ratio:**16:9**Distance from eyes to screen:**27" (68.5cm)**Mathematical vFOV:**61**°****Mathematical hFOV:**93**°****Eye height /Horizon on screen:**16" (40.5cm)

My old rig/screen is well documented on this website, but in summary:

**Screen Qty:**Single**Screen Type:**Projection, Curved to an arc of 166**°**on a 26.5" (67.5cm) radius**Screen Diagonal:**84" (213cm)**Screen Width:**77" (195cm)**Screen Height:**33" (84cm)**Screen Ratio:**21:9**Distance from eyes to screen:**26.5" (67.5cm)**Mathematical vFOV:**64**°****Mathematical hFOV:**111**°****Eye height /Horizon on screen:**16" (40.5cm)

Remember, sometimes the mathematical FOV is a great start and what we should be aiming to get to if our systems allow us, but it's not cast in stone and should only be a guide. Use a value that feels right to you, it may differ across games and sims but that's just how it is, all games/sims are written slightly different and the eye point origin may differ greatly not only between games and sims, but car to car too.