CalculatorsTriple Screen FOV and Angle
Triple Screen FOV and Angle
Side monitors that are folded by guesswork either show a seam or waste the side panels on the A-pillar. The angle here keeps the centre of each side screen on the same radius as the centre screen.
Inputs
Results
- Screen width
- 28 in
- Single horizontal FOV
- 53.7 °
- Vertical FOV
- 31.8 °
- Side monitor angle
- 54.7 °
- Triple horizontal FOV
- 162.1 °
Related gear
- Triple monitor stand with angle marks
A stand that holds the fold angle beats shimming the side arms every session.
$150–$500
How the number is made
Width and height come from the diagonal and the aspect ratio. Single-screen horizontal FOV is twice the arctangent of half the width over the eye distance. The side fold equals twice the arctangent of (half width + bezel) over that distance, which is the angle that puts the side-screen centre back on the same radius. Total FOV is the angle between the outer corners of the two side screens.
Distance is eye to the centre panel, not eye to the bezel. Bezels are the gap between the images, added once at each hinge. The game’s FOV setting should follow the total figure, not the single-screen figure. If a side screen’s outer corner would sit behind your eyes, the result is refused: move the seat back or use a smaller panel.
Distance before angle
Moving the seat 5 cm changes the angle more than a 1 mm bezel guess. Lock the eye distance, then cut the side arms.
Related calculators
- Ultrawide vs Triple Screen
The angle only matters if three panels still beat one wide panel at your distance.
- Sim Seating Position
Eye distance is a seating result, not a number you pick after the monitors are bolted.
- GPU vs VR Headset Bottleneck
A triple FOV near 180° is the monitor alternative when a headset is out of reach.
Questions
Is the angle measured from flat or from the centre screen?
From the plane of the centre screen. Zero would be a flat wall. The result is how far each side screen folds in.
Do I type the angle into the sim?
Type the total horizontal FOV into the sim. Use the side angle on the rig hardware.
What if the bezels are corrected in software?
Still include the physical gap here. Software bezel correction shifts the rendered image; it does not change the hinge.
Why is there no result even though the sliders are inside their limits?
The side screens would pass behind your eyes, so a field-of-view number would not be a rig you can build. Increase the eye distance or choose a smaller diagonal.