Hmm, this is how it should work if im not misstaken.
FOV sets the area of the 3d world to be projected on the screen by the angle of a cone at the center of the camera. An FOV of 45 sets the angle of the cone to 45 degrees on one axis. In order to not stretch the view, the FOV on the axis that is not manually set is calculated based on the display aspect.
Most games use a horizontal FOV system, setting the FOV to 45 will set the angle of the cone to 45 degrees on the xAxis. The y axis will then be calculated based on the display aspect. (FOV * (height / width)) which makes the vertical FOV in this case 45 * (9 / 16)
The FOV on the x axis will always stay at 45 degrees but the FOV on the y axis will depend on the display aspect. If you want to use a vertical FOV instead, you need to calculate the FOV based on the display aspect
Say ONE stupid thing and it ends up as a forum signature forever. - Neuro Fuzzy