Arc Raiders FOV Calculator
Convert, Compare &
Optimize Your FOV

Arc Raiders is a third-person extraction shooter with a real field of view slider — rare for the genre, and worth using properly. Convert between horizontal and vertical FOV, compare values across monitor aspect ratios, and get a recommended range for your playstyle.
60–80
Slider
Range
3rd
Person
Camera
UE5
Game
Engine
– CALCULATOR
Arc Raiders FOV Calculator
Convert between horizontal and vertical FOV, compare the same value across monitor aspect ratios, and get a recommended range for how you play.
Accepts 40–150 for cross-game conversion. Arc Raiders’ own slider runs 60–80.
Pick a conversion type, enter your FOV, choose your aspect ratio and playstyle, then calculate.
– Quick Explainer
Why FOV Matters in Arc Raiders
Arc Raiders is a PvPvE extraction shooter, which changes what field of view is for. In a respawn shooter, a bad FOV costs you a duel. Here it costs you a thirty-minute raid and everything you brought into it. The player you didn’t see coming around a corner in Speranza takes your entire loadout with them.
The third-person camera changes the maths too. Because it already sits behind and above your Raider, you start with peripheral awareness a first-person game would need a far wider FOV to match. That’s why Arc Raiders’ slider numbers look low next to Apex Legends or Warzone — they aren’t measuring the same thing from the same place.
What’s left is the same trade every shooter makes. Wider means you spot the flank earlier and lose a little target size at distance. Narrower means ARC units and distant Raiders stay big and readable, and something gets behind you.
– How to Use
Four Steps to Your FOV
01
Pick a Direction
Vertical to horizontal, or the reverse, depending on what you already know.
02
Enter Your FOV
Your current value. The field accepts 40–150 so you can convert from other games too.
03
Set Your Ratios
Your monitor now, plus a target ratio if you’re comparing a second display.
04
Calculate & Copy
Read the converted values and the suggested range, then copy the whole result.
– Reference Data
Recommended Arc Raiders FOV by Playstyle
| Playstyle | Suggested | Why |
|---|---|---|
| Competitive | 75–80 | Extraction play punishes being surprised more than it rewards target size. Take the awareness. |
| Aggressive | 78–80 | Pushing fights means more corners and more flanks. Maximum peripheral coverage. |
| Close range | 78–80 | Interiors and tight industrial spaces. Nothing you shoot is far enough away to shrink. |
| Balanced | 72–78 | A sensible default if you rotate between open ground and interiors in the same raid. |
| Casual | 70–80 | Comfort is the only criterion that matters. Pick what feels good over a long session. |
| Long range | 65–75 | Distant Raiders and ARC units stay larger and easier to identify before you commit. |
These are general recommendations, not official settings, and they sit inside Arc Raiders’ own 60–80 slider. Adjust for personal preference — the right FOV is the one you stop noticing.
– The Math
How FOV Conversion Works
Field of view is an angle, and horizontal and vertical are two measurements of the same viewing cone. Converting between them is trigonometry, with your aspect ratio as the link.
vFOV = 2 × atan( tan(hFOV ÷ 2) ÷ Aspect Ratio )
hFOV = 2 × atan( tan(vFOV ÷ 2) × Aspect Ratio )
Worked example — 80 vertical on 16:9 (AR = 1.7778):
hFOV = 2 × atan(tan(40°) × 1.7778) = 2 × atan(0.8391 × 1.7778)
hFOV = 2 × atan(1.4917) = 2 × 56.17° = 112.33°
The same 80 read as horizontal instead gives 50.53° vertical. That gap is why the axis matters — the same number describes two very different views.
Why aspect ratio changes what you see
On 16:9 your screen is 1.78 times wider than it is tall. On 21:9 it’s 2.33 times, and on 32:9 it’s 3.56 times. Feed the same vertical angle through each and the horizontal result grows accordingly — which is why an ultrawide player at an identical slider setting genuinely sees more to the sides than you do, without seeing any more above or below.
This is also why copying a friend’s number blind can feel wrong. If they’re on 21:9 and you’re on 16:9, the same setting produces a noticeably narrower image on your screen. Run it through the calculator with a target ratio to see the exact difference. For the deeper version, see our horizontal vs vertical FOV explainer.
– Monitor Guide
FOV by Monitor and Resolution
24-inch
75–80
The whole frame sits inside your central vision. Run the slider high — nothing gets lost at the edges.
27-inch
75–80
The most common competitive size. Same guidance as 24-inch unless you sit unusually close.
32-inch
70–78
A large panel at desk distance already fills your peripheral vision. Slightly lower often feels calmer.
Ultrawide
72–80
You already gain horizontal view from the ratio itself. Some ultrawide players drop a few points to recover target size.
Resolution doesn’t change FOV
This one trips people up constantly. Moving from 1080p to 1440p or 4K does not widen or narrow your field of view by a single degree. FOV is an angle; resolution is pixel density. What higher resolution actually buys you is clarity within the same view — a Raider at 150 metres occupies more pixels at 4K, so they’re easier to identify as a player rather than a piece of scenery. That’s a real advantage, but it isn’t an FOV change.
– Performance
Does FOV Affect FPS in Arc Raiders?
Slightly, and less than people assume. A wider FOV puts more of the world inside the frustum, so the engine draws more objects — that costs both GPU time for the extra geometry and CPU time for the extra draw calls. But Arc Raiders’ slider is narrow. The difference between 60 and 80 is a much smaller change in rendered volume than the 70-to-120 swing you’d get in a first-person shooter.
In practice, FOV is one of the least effective settings to change if you’re chasing frames. Shadows, global illumination and effects density all cost far more. If you’re struggling for performance, go there first and leave your FOV where it’s comfortable.
One thing worth more than any of it: frame consistency. A stable 90 FPS tracks better than an average of 130 that drops to 60 whenever three ARC units and another squad arrive at once. Watch your 1% lows, and consider capping slightly below your refresh rate.
– Game Comparison
Arc Raiders vs Other Shooters
| Game | Camera | FOV Range | Slider |
|---|---|---|---|
| Arc Raiders | Third-person | 60–80 | Yes |
| Escape from Tarkov | First-person | 50–75 | Yes |
| Marvel Rivals | Third-person | Fixed | No |
| Apex Legends | First-person | 70–110 | Yes |
| Warzone | First-person | 60–120 | Yes |
Don’t read across this table as if the numbers are interchangeable. Arc Raiders’ 80 and Apex’s 80 describe different views from different camera positions on different axes. Converting a value from one game to another only works when you know which axis each one measures — that’s what the calculator above is for.
– Informational
Finding Your Ideal Arc Raiders FOV
How to change it
Open Settings and go to the Graphics tab, where you’ll find the Field of View slider alongside Motion Blur. Both are available on PC and console. Test changes in the Practice Range before taking them into a raid — you can load in with your current loadout and try settings without risking anything.
Common mistakes
Copying someone else’s number exactly. Their monitor, aspect ratio, sitting distance and playstyle aren’t yours. Copy the reasoning, not the value.
Jumping straight to maximum without testing. The top of the slider is right for a lot of players, but not everyone — if you spend most raids holding long sightlines, you may genuinely prefer less.
Ignoring aspect ratio when you switch displays. Moving from 16:9 to 21:9 changes what a given setting shows you. Run the conversion rather than assuming the number carries over.
Changing several settings in one session. Adjust FOV, sensitivity and motion blur together and you’ll have no idea which one helped or hurt.
A method that works
Start at 75. Play five or six raids across your normal map rotation with kit you can afford to lose. If Raiders keep appearing beside you with no warning, go to 80. If you keep failing to identify something at distance before it identifies you, come down to 70. Move in steps of 5, never more, and give each value several raids before judging — the first hour after any change always feels wrong regardless of whether the change was good.
When you find a value you stop thinking about, leave it there. Re-check after a hardware or monitor change, or after a major patch, and otherwise let your muscle memory settle.
– FAQ
Common questions about Arc Raiders FOV.
Everything you need to know about the slider, aspect ratios, and performance.
Yes. Arc Raiders includes a Field of View slider under Settings → Graphics on both PC and console, which puts it ahead of a lot of third-person shooters. The slider covers 60–80.
Most players do well at 75–80. Because Arc Raiders is third-person, the wider end costs you less target size than it would in a first-person shooter, and extraction play punishes being flanked heavily. If you favour long sightlines, 65–75 keeps distant targets larger and easier to identify.
Slightly. A wider FOV renders more of the world, costing some GPU and CPU time. But the 60–80 range is narrow enough that the impact is small compared with shadows, global illumination or effects density. Change those first if you’re chasing frames.
Often yes. A 21:9 or 32:9 display already gives you extra horizontal view at any given setting, so some ultrawide players drop a few points to recover target size at distance. Use the target-ratio option in the calculator to see exactly what you gain.
No. Wider means everything on screen is smaller, which makes identifying and hitting distant targets harder. The maximum suits close-quarters and aggressive play; players who hold long sightlines frequently prefer less. There’s no universally correct value.
Not technically — the rendered angle is identical on a 24-inch and a 32-inch screen at the same aspect ratio. What changes is how it feels. A large panel close to your face pushes the edges of the frame into your peripheral vision, which is why some players on 32-inch displays prefer a slightly lower value.
Not by copying the number directly. Different games measure FOV on different axes, and Arc Raiders is third-person while most FOV numbers you’ll see quoted come from first-person games. Use the calculator to convert to a common axis first, then compare.
Because the slider fixes one axis and derives the other from your aspect ratio. Change the ratio and the derived axis changes with it, even though the number on screen never moved. Run your value through the calculator with both ratios selected to see the size of the shift.
No. Arc Raiders is built as a third-person shooter with no first-person mode. A console command briefly allowed it, but Embark removed that in a hotfix in January 2026 because it also stripped out fog and darkness, and warned that continued use could lead to account bans. Don’t use it.
Use vFOV = 2 × atan(tan(hFOV ÷ 2) ÷ aspect ratio) to go from horizontal to vertical, and hFOV = 2 × atan(tan(vFOV ÷ 2) × aspect ratio) for the reverse. The calculator above does both and handles the degree-to-radian conversion for you.
– RELATED TOOL
