In VR, one method of reducing motion sickness is covering the edges of the screen during movement to reduce motion sickness (a temporary tunnel vision effect), essentially reducing the FoV. I suppose playing in windowed mode would be similar :P
In VR, one method of reducing motion sickness is covering the edges of the screen during movement to reduce motion sickness (a temporary tunnel vision effect), essentially reducing the FoV. I suppose playing in windowed mode would be similar :P
What probably happened in Far Cry was they had some stupid narrow FoV like 65 degrees and bump it up wider when sprinting, then when you stop sprinting it goes back to 65 which overrides the wider angle that parent commenter had set.
Higher FoV just inherently feels less disorientating to me as well, being able to see all your surroundings makes the virtual space feel more cohesive and real, instead of a series of disconnected whirling imagery.
For me, it doesn't matter how far I am from the screen. If the camera is too far from the character in first person or too close in third person (Darksiders is impossible, Metal Gear 5 is fine), I can't play it.
Also, screen shake, head bob, and small FOV are impossible.