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.
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.
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.
| Setting | Set to | Why |
|---|---|---|
| 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 βsee moreβ 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 β 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 0β100% 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. |