Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Links
Tags
Creators
Details
360 FOV
Minecraft mod that extends the FOV range from 110° to 400° using a combination of projection techniques.
Preview
How it works
The mod renders the surrounding world into a six-face cubemap and reprojects it in a single shader pass.
Different projections are blended together as the FOV increases:
| FOV | Projection |
|---|---|
< 90° |
Rectilinear |
90°–160° |
Rectilinear → Panini/stereographic hybrid |
160°–220° |
Panini/stereographic hybrid → Fisheye (azimuthal equidistant) |
220°–300° |
Fisheye → Mercator |
300°–340° |
Mercator |
340°–360° |
Mercator → Equirectangular |
360°+ |
Equirectangular |
At 360°, the entire sphere is visible. Above 360°, the view wraps around.
Usage
The mod uses the vanilla FOV slider. Set the FOV in Video Settings and the projection will update automatically.
Configuration
The configuration file is created at config/fov360.json on first launch.
Changes require a restart.
| Key | Default | Description |
|---|---|---|
splitScreen |
false |
Splits the window into forward and rear halves, each using the full FOV. Intended for two monitors at 180° to create a seamless full-sphere view. |
invertSplitScreen |
false |
Swaps the forward/rear halves and the side on which the GUI is displayed. |
faceSizeCap |
2048 |
Maximum resolution of each cubemap face. Higher values improve quality at high FOVs but increase VRAM usage. Range: 256–4096. |
lowResTopBottomFaces |
false |
Uses lower resolution for the top and bottom capture faces, except for the face currently being viewed. |
antialiasSamples |
4 |
Supersampling used during reprojection. Valid values: 1, 2, or 4. |
Known issues
- FOV mismatch: Minecraft's FOV slider represents vertical FOV, while the projection shader uses horizontal FOV. The resulting angular range therefore varies with the aspect ratio and projection being used.
- Performance: The surround view can require up to six world render passes per frame instead of one.
- Rendering edge cases: Billboard and particle rendering, shader mod compatibility, and some corner geometry have not been fully tested.
Attribution
Projection math is ported from Flex FOV by Shaun LeBron, which is itself a fork of Render360 by 18107.
License
GNU Affero General Public License v3.0 or later
Bugs and contact
Contact @xpncvr on discord if you want to report a bug or feature


