One of the best Field Of View Calculators (Not just bragging, it really is!):
http://emsai.net/projects/widescreen/fovcalc/
Use that to calibrate your code as I use the "proper" way to calculate, based on math articles on FOV etc. at Wikipedia.
There is also a vertical FOV but that is usually untouched and static.
The FOV people talk about is the horizontal (width) FOV.
Do not assume 90 degrees though as many games use other values, like Valve which seems to use 70 or 75 or something like that I think?
Other games use 80 or 85, or 90, 95, some even use 100.
The smaller the value, the flatter the view looks, and you loose left and right view area.
The higher the value, the more bent the view looks, you gain left and right view area but they edges look bent or stretched, how much depends on the game engine and developers design choice.
Which brings us to the main issue and reason why people mess with the FOV. Normally you would never need to mess with the FOV.
The developers designed the game to look the way it looks.
The game engine they use is supposed to calculate the FOV based on the screen aspect ratio.
As screen aspect ratio has a static height which is the industry standard in TV, Movies, and Games (well, Games tend to mess this up a lot).
So it's the width in the relation to the height that define the aspect ratio,
and thus the FOV should also dynamically adapt.
Some games have different FOV presets for 4:3, 16:9 and 16:10.
Some games only have a FOV set for the design aspect ratio,
so if the game was designed for 16:9 then the game engine should automatically adjust so things look right (less width or more width in the image seen).
Sadly not all games/developers/game engines get this right, so you get a combination of odd behaviors like: Image stretched in width, or the view is zoomed in or out.
Personally I hate the "fisheye" effect as I usually play on a single 16:10 screen, if I had multiple screens where the side screens are partly angled to the side of my head I wouldn't need the fisheye effect at all.
The "fisheye" effect is there to simulate side vision, a few games/game engines tend to overdo that value.
It "is" possible to extend/shrink the width of the view by adjusting the viewport of the camera in the game engine, but most games seem to just change the FOV instead, and in the worst cases they adjusting the vertical FOV as well making the view zoomed in our out, messing the viewpoint up. (Bioshock fans got upset with that)
Another issue is that not all games let you change or see the FOV setting, in which case a FOV calculator is useless as you got no clue what the FOV of the game actually is at all.
In some games, even if you use the correct FOV setting it may still look like crap due to other design decisions made by the developers.
If you look at the OGRE API I think you'll see both horizontal and vertical FOV settings as well as viewport area and camera position settings, all these have a impact on how a game looks in 4:3 or 16:9 or 16:10 for example, most games/gameengines have the same settings inside them.
http://www.widescreengamingforum.com/
Is "the" facto place for all things widescreen (some of the nutters there have up to 3x16:10 screens for super super wide screen)

The left and right sides of the video captures on those setups makes me seasick due to the "fish eye" effect of the FOV.
The ideal FOV would be close to flat 180 degrees (90 left + 90 degrees right = 180, in games you choose 90 to get the 180 degree effect, as it's 90 per eye I think?)
Why flat? Because then you could angle or physically "wrap" the screen around your face, but I haven't seen any curved screens yet (for consumers that is, I have seen some weird stuff on some tech sites though).
To wrap up this long rant *cough*, as has been said, you can't calculate FOV based on resolution (pixels/width/height),
but you can calcuate based on aspect ratio, that is the only way to do it,
and the way most game engines do it, unless they use preset but in that case they are limited to "common" aspect ratios only so dual or tripple screens will get the image stretched etc.
Oh and there is also the 5:4 aspect ratio that some folks have, which is more narrow than 4:3
Imagine trying to have presets for: 5:4, 4:3, 16:10, 16:9, or 2x16:10 or 3x16:9,
or (ugh...) 1x4:3 + 1x:16:10 + 1x4:3 (no kidding, it's possible)
There's also a 2.35:1 screen on the market which is like cinema width.
The "magic" in my FOV calculator on my site is (PHP code):
$newfov=(ATan(Tan(($oldfov*pi())/360.0)*($newaspect/$oldaspect))*360.0)/pi();
Well, there's a bit more to it than that like calculating the aspect ratio from the resolution the user input etc. into a value that can be used with the FOV calculation line, but it's not that hard to do.
The line above took me quite some time to figure out as I suck at reading scientific math notation and stuff like that.
Getting the aspect ratio from the resolution is pretty simple, the good old "width/height" does the job quite nicely.
If anyone is really interested in the full code lemme know and I'll write up a PureBasic example/port of my PHP code and post it in Tips'n'Tricks so you can use it in your own programs/games/engines.