Setup sheet Β· Assetto Corsa Competizione

Field of view / ROG Strix XG349C

PANEL 34.14β€³ IPS RES 3440 Γ— 1440 CURVE 1900R VIEW AREA 799.8 Γ— 334.8 mm ACC FOV verticalΒ°, 10–120
A

Measure

cm
cm
cm

Sit in your normal driving posture β€” don't lean forward to read the tape. Measure from your eye socket to the middle of the panel for distance, then straight down: floor to eye and floor to screen centre. The screen-centre one only changes when you move the monitor. All three are remembered on this browser.

B

Set FOV

PLAN VIEW β€” TO SCALE R1900 EYE
Type into ACC
β€”Β°
Pause β†’ View Settings β†’ FOV
steps of 0.1Β°
Horizontal FOV
β€”
the slice of world your 21:9 panel shows
Flat-panel equivalent
β€”
what a generic calculator says if it ignores the 1900R curve
Game limits
10 – 120Β°
your value is inside ACC's accepted range
C

Align horizon & seat

With Pitch = 0 ACC draws the horizon through the vertical centre of the screen. Geometry is correct when that centre line sits at your real eye level β€” move the monitor, or let Pitch compensate.

β€”

Prefer moving the monitor: a pitched camera on a vertical screen tilts verticals slightly (keystone) β€” invisible under ~5Β°, but zero is zero. Once the horizon is right, frame the wheel and dash with Height / Distance β€” saved per car. If you run a wheel, hide the virtual one or match it to yours.

FRONT VIEW SCREEN CENTRE = GAME HORIZON YOUR EYE LEVEL
D

View settings β€” the whole menu

SettingSet toWhy
FOV β€” Matches real-world geometry at your measured distance. Also bind FOV increase / decrease keys to nudge it live on track.
Pitch β€” Tilts the camera so the game horizon lands at your real eye level when the screen centre doesn't (section C). If the monitor is aligned, leave it at 0 β€” physical alignment beats software tilt.
Height default β†’ by eye Moves your head vertically inside the car. It cannot fix the horizon β€” that sits at camera eye-level no matter the height; Pitch is the tool for that. Tune per car until the view over the wheel matches a real seat.
Distance default (real head) Slides your head fore/aft; changes how much cockpit you see, not world scale. Don't pull back to β€œsee more” β€” that's the wrong-FOV crutch. A real driver's head sits at the headrest.
Lateral 0 Only zero is geometrically correct on a centred single screen. It can't compensate an off-centre monitor (that would need yaw, which no setting exposes) β€” recentre the screen or chair instead.
Lock to horizon 70 – 100% At 100% the outside world is stable and the dash floats; at 0% the dash is pinned and the world bounces. High values are easier on the eyes β€” pick by feel.
Movement default (50%) Damps cockpit-camera motion over kerbs and crests. The 0β†’100% difference is small; not worth agonising over.
Dash cam factor default Barely affects the cockpit camera at all.
Camera cockpit / dash Helmet cam moves the most, cockpit less, dash the least. Your FOV number from B applies to whichever you drive with.
Mirrors after seat Set driver height / mirror angles in the car's adjustments after the seat position is final β€” some cars (e.g. Porsche) need it to see mirrors at all.