To clarify things: This is not an alternative to other calculators. Other calculators have another purpose. They calculate a new FOV for a new aspect ratio based on a given FOV for a different aspect ratio. So if you have a 4:3 resolution with a FOV of 90° you would get a FOV of about 106° with a 16:9 resolution. But that's not my goal. If the 4:3 resolution is displayed with the same
physical width as the 16:9 resolution, the FOV should actually stay the same. It's the physical width relative to the viewing distance that counts. Take your smartphone with a 16:9 resolution and take your 27" monitor with a 16:9 resolution. Both have roughly the same viewing distance. Would you really set them to the same FOV just because they have the same aspect ratio? That would be utterly wrong, because the smartphone screen is much smaller and covers a much smaller angle of your human vision than the much larger monitor. The FOV has to be set according to how large the screen appears to you.
Also, I didn't invent the base formula. It comes from
this article. I just changed it so that the result is the FOV instead of the distance. But unless you have an extremely wide screen (more than 4 meters at 75 cm viewing distance) then the FOV would be too low because it would lack to simulate peripheral vision that a human needs to have a natural sense of vision, as it would feel very unnatural if you constantly had a narrow window in front of you that you had to look through, like wearing blinders. So you have to increase the angle to make it more natural and that should be done based on the base FOV so that you can quickly calculate the ideal FOV for any given screen width and viewing distance. This can also help to find the ideal viewing distance if you cannot change the FOV in a certain game. For games with a very narrow FOV that cannot be changed the only solution would be to sit further away or to decrease the screen width (like using windowed mode with a smaller resolution).
But I think I have to show a picture to describe it better:
The picture shows different combinations of window widths and viewing distances and how they result in a certain FOV. You'll notice that if you increase both equally the FOV stays the same, as it is the ratio that counts. As I already said, the actual FOV setting in a game should be higher to take the peripheral vision into account. I would simply add 60°. What's really important to understand is that it's not about resolution or aspect ratio, but how wide the screen appears to you. If you move further away from a screen the resolution doesn't change, nor does the aspect ratio. But the FOV should change.