Update May 4, 2015: Video from Alan at VVV regarding FOV and view adjustments from Project Cars https://www.youtube.com/watch?t=258&v=BmVQzEMtBmo There will be a lot of players coming from Forza or the GT series that are used to an exaggerated and large Field of View (FOV) setting and may find some videos on the internet about Project Cars or other racing sims that appear to be too wide relative to what they are used to. Of course in your own game you can use whatever you feel comfortable with but a "proper" FOV is that which matches the field of view you would have if you were sitting in a real car but your vision was limited to the size of your tv screen. You can do an interesting experiment by holding butting your thumbs together and holding your forefingers up in front of your face and matching the size of your screen in your usual gaming position, then going out to your car and replicating it in the real world. Note what you can and cannot see in the cockpit and outside the car and it's usually far more limited than what you are used to in most racing games. This is a popular FOV Calculator Punch in a few paramaters and it'll tell you what the proper setting is for your setup and the game you are playing. Assetto Corsa uses a vertical FOV as opposed to a horizontal FOV so the numbers are lower but for me, the calculator says about 35 and mine is set to 40. Below you'll see what changing the FOV does in a static image. The views are in order of my native 40 to 50 to 60 to 70. Here's the always entertaining, but wordy, Mr. Empty Box, who pretty much nails the entire FOV question in one video: I was hesitant to use the real FOV for Assetto Corsa but gradually lowered it from a GT6 like setting of around 60, down to 40 and I'll never go back. IMO there is a huge advantage in seeing the track details along with hitting your marks in both braking and apexes and outweighs the disadvantage of a more limited range of vision.