Triple Screen FOV Calculator
Get the full rig FOV for triple screens: per-screen angle, the seamless-arc side screen rotation, bezel corrections and the total value to enter in your sim.
- Runs in your browser
- Free · No sign-up
- Bezel + angle maths
Triple screen calculator tool
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Everything is calculated locally in your browser. Nothing you enter is uploaded.
The triple screen geometry
A triple rig is three flat screens arranged on an arc. Each screen subtends its own FOV:
F = 2 × atan( width ÷ (2 × distance) ).
When the side screens are rotated by angle A, the rig's total visible angle is
F + 2 × A for the seam-free case where A = F; the calculator uses your
actual angle so custom rigs get the right number. Bezel correction adds the physical gap width to
the arc before the FOV conversion, since the image is continuous but the screens are not.
This is the same geometry used across sim racing triple-screen guides; the formulas are written out in full on the methodology page.
Frequently asked questions
What angle should my side screens be at?
For a seamless arc (the ideal rig geometry), each side screen is rotated so its inner edge meets the centre screen at the same viewing distance: this equals the per-screen FOV, which the calculator shows (commonly 45–60° for typical rigs). Practical setups often use 30–50°; enter your actual angle for correct total FOV.
Why does the total FOV matter?
The total FOV is what the game should render so all three screens show continuous scenery with correct proportions. If the game FOV is too wide you get a fisheye look; too narrow and the side screens repeat part of the centre image.
How do bezels factor in?
Bezels occupy physical space between images. Real sim rigs hide them behind the side screen edges (angled setups) or account for them with a bezel correction in-game where the sim supports it. Our calculator adds the bezel width to the effective arc so the numbers stay accurate.
Do all sims support triple screens properly?
Most modern sims do (iRacing, ACC, rFactor 2, LMU, AMS2, F1 games all render multi-monitor). Some need a windowed/spanning setup at the OS level first. Check your sim's multi-view or triple-screen option, and put the total FOV value where the game expects its single value.
Should the side screens be the same size as the centre screen?
For the cleanest result, yes: mismatched sizes create different per-screen FOVs and visible discontinuities. If they differ, calculate each screen's FOV and use the smallest as your limiting value; the calculator supports equal triples (the common case) with the same formula applied per screen.