Common HEX Values

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Aspect Ratios

To calculate your aspect ratio decimal, divide the resolution's width by its height. Note that ultra-widescreen is marketed as 21:9 but the aspect ratio actually varies slightly between resolutions (these are listed separately below).

Common NameDecimalFormatted Value
5:41.2500 00 A0 3F
4:31.33AB AA AA 3F
3:21.500 00 C0 3F
16:101.6CD CC CC 3F
15:9~1.6655 55 D5 3F
16:9~1.7739 8E E3 3F
1.85:11.85CD CC EC 3F
21:9 (2560x1080)~2.3726 B4 17 40
21:9 (3440x1440)~2.388E E3 18 40
2.39:12.39C3 F5 18 40
21:9 (3840x1600)2.49A 99 19 40
2.76:12.76D7 A3 30 40
32:103.2CD CC 4C 40
32:9~3.5539 8E 63 40
3x5:43.7500 00 70 40
3x4:3400 00 80 40
3x16:104.89A 99 99 40
3x15:9500 00 A0 40
3x16:9~5.33AB AA AA 40

Resolutions

ValueHex ValueFormatted Value
2000x0C8C800
2400x0F0F000
3200x1404001
4800x1E0E001
5250x20D0D02
5400x21C1C02
5760x2404002
6000x2585802
6400x2808002
7040x2C0C002
7200x2D0D002
7680x3000003
8000x3202003
8400x3484803
8480x3505003
8540x3565603
9000x3848403
9600x3C0C003
9920x3E0E003
10000x3E8E803
10240x4000004
10500x41A1A04
10800x4383804
11520x4808004
12000x4B0B004
12800x5000005
13600x5505005
13660x5565605
13680x5585805
14400x5A0A005
15360x6000006
16000x6404006
16800x6909006
17680x6E8E806
17760x6F0F006
18000x7080807
19200x7808007
20480x8000008
21600x8707008
24000x9606009
25600xA00000A
27200xAA0A00A
28800xB40400B
30720xC00000C
32000xC80800C
33600xD20200D
34400xD70700D
38400xF00000F
40800xFF0F00F
43200x10E0E010
48000x12C0C012
50400x13B0B013
51200x14000014
57600x16808016

Notes

Sometimes the field of view (fov) for a game can be found in hexadecimal form in one of the game's files. The format you will most likely see is the IEEE 754 standard which is comprised of four hexadecimal pairs.

For example an FOV of 60.0 would be the following in hexadecimal.

42 70 00 00

This will almost always be formatted to be read from right to left in the game's files. So 42 70 00 00 becomes the following in the file.

00 00 70 42

You can use a IEEE 754 calculator to get your FOV value into hexadecimal format. Simply paste your FOV in the decimal field and click the Rounded or Not Rounded button (should not matter) and look at the hexadecimal result under the single precision fields.

Think of the hexadecimal value in this format.

ST UV WX YZ

You will be using it in this format.

YZ WX UV ST

Remember you can calculate the field of view by using the FOV Calc tool on this site along with any of several other methods for calculating the field of view.

When re-calculating fov based on aspect ratio, it can be done using trigonometric tangent functions to convert the angle to radians divided into half, then converted into a zoomable angle that can be divided or multiplied by the zoom factor and converted back into degrees.

For example, the current display ratio is 4:3 and the conditional aspect ratio is 16:9, the fov degrees of 45.0 would become 57.822402 from dividing the aspect ratio by the conditional aspect after converting the angle into a tangent angle:

Degrees:
Arctan(Tan(Fovy * PI / 360) / (4/3) * (16/9)) * 360 / PI

Degrees converted from radians:
Arctan(Tan(Fovyradians / 2) / (4/3) * (16/9)) * 360 / PI

Radians:
2 x Arctan(Tan(Fovyradians / 2) / (4/3) * (16/9))

Radians converted from Degrees:
2 x Arctan(Tan(Fovy * PI / 360) / (4/3) * (16/9))

(Above information provided by Tanuki)