To clarify the differences in equations and what you might actually be trying to calculate:
You are, presumably, trying to find the number of degrees in your vision that your monitor takes up. This truly is your most "realistic" FOV. To do this you need to use inverse trig functions, namely inverse tangent, as it uses the 2 legs of a right angle to calculate an angle. The first leg is from the center of your screen to the edge. It's important that it's just from the center and not edge to edge because we need the triangle we construct to be a right triangle. The second leg is from the center of your screen to your eyeballs. This forms a right triangle with the opposite leg being from center to edge of monitor, the adjacent leg being center of monitor to eyes, and the hypotenuse being edge of monitor to eyes. Finally we can plug in our values to an equation which will split out the angle from the center of our monitor to the edge, measured from our eyes.
atan( 0.5 * Screen_Width / Viewing_Distance)
Finally we can put a 2 in front to double the angle to our full monitor. And thus: https://www.wolframalpha.com/input?i=2*atan(0.5*20%2F15.748)+radians
64.83° horizontal degrees. Now obviously this is far too low to use as your FOV in a shooter, but that's just the nature of this method. This method works best for games where your "point of view" is actually your eyes, and your monitor is just a "window". Driving sim games are the prime example of this. In FPS games your "point of view" is actually the character you're playing as.