Project Motor Racing field of view settings determine how accurately distance and cornering angles render on your monitor. While external community FOV calculators calculate physical viewing angles based on your screen size and eye distance, applying those values requires navigating the game's distinct cockpit and camera adjustment menus.

Straight4 Studios and publisher GIANTS Software updated how field of view functions between the pre-release builds and post-launch patches. Understanding where these sliders live and what values they accept prevents common issues like unnatural warping or feeling wedged too far back into the driver's seat.

FOV Slider Ranges and Values

Field of view in Project Motor Racing is handled differently depending on the camera view you use and the game version installed.

Setting NameAdjustment RangeDefault ValueMenu Location
Cockpit Camera FOV25° – 100°54°Preferences / Cockpit Setup (Seat Position)
Game-wide / External FOV40° – 120°60°Preferences Page

In early preview footage, the cockpit FOV slider was shown spanning from 25 to 100 (often treated as degrees or percentage-based scale adjustments). Documentation logged by widescreen testing databases notes that game-wide field of view can be adjusted between 40° and 120° with a default of 60°, while cockpit view specifically scales between 25° and 100° with a default of 54°.

With Update 1.5.0.3, the developers reworked the camera structure. The FOV setting was relocated directly into the Preferences page and officially split into two global options:

  1. Cockpit Camera FOV
  2. External Camera FOV

Crucially, Update 1.5.0.3 removed the old per-car cockpit FOV option in favor of these global options. If you calculate an ideal angle using an external sim racing FOV tool, that cockpit degrees figure is now set once globally in your Preferences rather than customized per individual chassis.

Where to Adjust FOV and Seat Position

If you feel trapped too close to the steering wheel, adjusting your seat position rather than your FOV can cause visual glitches. When drivers push the virtual seat backward too far to gain a wider view, the camera clips inside or behind the driver's headrest. True field-of-view expansion must be done through FOV sliders, while the seat adjustments should only center your physical viewpoint.

You can configure camera settings through multiple menus:

  1. Pre-Session Setup: You do not have to load into an active track session to configure cockpit visuals. From the Car Select screen, select the Cockpit option to set your baseline view before hitting the circuit.
  2. Preferences Page: Post-update menu architecture houses the global Cockpit Camera FOV and External Camera FOV controls within the main Preferences menu.
  3. In-Race Pause Menu: While paused during a session, access Cockpit Setup and navigate to the Seat Position tab to tweak alignment on the fly.

Beyond the baseline FOV slider, the camera menu contains fine-tuning controls to stabilize what you see:

  • Seat Position: Independent forward/back and up/down movement, alongside left/right offset to ensure your monitor is centered with the virtual wheel.
  • Tilt Angle: Controls driver pitch, directing the gaze upward or downward toward the horizon.
  • Camera Dynamics: Sliders for Steer Lock, Speed Sensitive Shake, G-Force Sensitive Movement, and Horizontal Lock.
  • Mirror Adjustment: Mirror pitch and yaw adjustments can be calibrated inside the cockpit setup, though availability varies by car model and screen mirror configuration.

Available Camera Perspectives

Project Motor Racing provides several standard driving perspectives:

  • Cockpit Cam (supports full seat offset and cockpit FOV sliders)
  • Roof Cam
  • Front Bumper / Hood Cam
  • Third-Person Chase Cam

In third-person and cockpit modes, pressing the look-back binding (such as R3 on controllers) looks directly behind the vehicle. Player preview testing notes that third-person look-back behavior looks straight behind rather than displaying the exterior rear chassis of your own car.

Display and Ultrawide HUD Adjustments

For players running ultrawide (21:9, 32:9) or custom monitor setups, the game natively renders ultra-wide aspect ratios on GIANTS Engine 10. Intro cinematics and loading screens remain pillarboxed to 16:9.

By default, HUD elements span the width of the display. To prevent gauges and timing boxes from scattering into your peripheral vision:

  1. Pause during an active track session.
  2. Navigate to Cockpit Setup and select HUD Layout.
  3. Use the drag-and-drop HUD editor to move elements—including the digital dash widgets, virtual rearview mirror, and the Radar System introduced in Update 1.5.0.3—to your preferred screen positions.

Frequently Asked Questions

Why does moving my seat back make me clip through the headrest?

Moving the seat backward only changes the physical coordinate of the camera within the 3D car cabin. If you need to see more of your dashboard and side mirrors, increase your Cockpit Camera FOV in Preferences or Cockpit Setup instead of moving the seat position behind the cockpit model boundary.

Does Project Motor Racing calculate FOV automatically based on screen distance?

No. The game does not feature an automated built-in measurement calculator where you type in physical tape-measure distances and monitor width. You must calculate your target field of view degrees using standard sim racing geometric formulas or online tools, then enter that number into the Cockpit Camera FOV slider (which accepts values between 25° and 100°).

Can I save separate FOV values for individual cars?

No. While early builds allowed per-car cockpit views, Update 1.5.0.3 explicitly removed per-car cockpit FOV. Field of view is now applied globally through the Preferences menu for Cockpit Camera FOV and External Camera FOV. Seat position offsets, however, can still be tuned to accommodate different cabin geometries.