FOV Kick
The field of view widens as you speed up — the world stretches past the edges and 'fast' becomes physical.
Examples
Captured from this page's own interactive demo below.
Overview
Speed on a screen is a lie you have to sell, and field of view is the strongest salesman there is. Widening the FOV makes everything at the edges of the frame rush past faster and pulls the world into a subtle fisheye — the same visual language your eyes learn from sticking a head out of a car window. Every racing game, every sprint button, every dash owes it a debt.
The kick must be earned by velocity, not by input: ease the FOV toward base + kick while actual speed is above the threshold, and back down the moment it drops. Ramping on the button press instead of on real acceleration means the effect fires even when you sprint into a wall — and the lie collapses. A quarter second of ease-out into the wide view, slightly slower back out, reads as inertia.
Size the kick to the fantasy: 5–10 extra degrees for a sprint, 15–20 for nitro. Past that, straight lines visibly bend and players with motion sensitivity start paying the price — FOV manipulation is a top cause of simulation sickness, so keep sustained changes moderate and always let players cap or disable it.
Interactive Demo
Use Cases
Best Practices
Do
- ✓Drive the kick from measured velocity, not from the input — a sprint into a wall must not zoom.
- ✓Ease in over ~250 ms and ease out slightly slower; the asymmetry reads as momentum.
- ✓Scale the kick with speed continuously so mid-boost feels different from full boost.
Don't
- ✕Don't kick the FOV on the weapon/hands layer in an FPS — render the viewmodel with its own fixed-FOV camera.
- ✕Don't exceed ~20 extra degrees sustained; edge distortion turns into simulation sickness for a chunk of players.
- ✕Don't snap the FOV in one frame — an instant lens change reads as a glitch, not speed.
Common Mistakes
- ⚠Tying the kick to the sprint key so it triggers while jogging in place against a fence.
- ⚠Stacking FOV kick with aim-down-sights zoom math and getting a broken FOV when both fire at once — go through one arbiter.
- ⚠Forgetting the multiplier is relative: +15° on a 60° base console preset is a kick, on a 110° PC preset it's a panorama.
Implementation
Paste this into your AI assistant (Cursor, Copilot, Claude) to add the effect to your project.
Add the "FOV Kick" game-feel effect to my project: The field of view widens as you speed up — the world stretches past the edges and 'fast' becomes physical.
How it works: Speed on a screen is a lie you have to sell, and field of view is the strongest salesman there is. Widening the FOV makes everything at the edges of the frame rush past faster and pulls the world into a subtle fisheye — the same visual language your eyes learn from sticking a head out of a car window. Every racing game, every sprint button, every dash owes it a debt.
Guidelines:
- Drive the kick from measured velocity, not from the input — a sprint into a wall must not zoom.
- Ease in over ~250 ms and ease out slightly slower; the asymmetry reads as momentum.
- Scale the kick with speed continuously so mid-boost feels different from full boost.
Avoid:
- Don't kick the FOV on the weapon/hands layer in an FPS — render the viewmodel with its own fixed-FOV camera.
- Don't exceed ~20 extra degrees sustained; edge distortion turns into simulation sickness for a chunk of players.
- Don't snap the FOV in one frame — an instant lens change reads as a glitch, not speed.
Implement the effect in whatever engine/stack the project already uses and follow its existing code style. Wire it up where it makes sense.References
Related Effects
Zoom Punch
A quick camera zoom-in that snaps back, punching emphasis into a moment.
Camera Shake
Briefly jolting the camera to sell weight, impact, or danger.
Smooth Camera Follow
A camera that eases after its target with lag and look-ahead instead of hard-locking.
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