a lot of games render your first person weapon with its own camera, and the weapon is often placed relative to that camera to have the weapon look how the developers wants it, and not in a place that looks proper from 3rd person.
Its common for shooters to have ViewModels and WorldModels, where the ViewModel is only used for the first person view.
I remember doing something for quake or half life and the fov was some totally fish eyed depth, well from what the programmer told me.
It never looked correct in 3D - but I just animated with the camera - and he was totally happy with it - so - yay.
I think Alien Isolation had a great camera fov/depth. Upon research it looks like it was set at 47, though numerous PC players seem to have complained about it. I think it was good - can’t please them all - especially eliteist PC gamers.
(not all PC gamers are eliteist)
None of the complainers I read/listened to mentioned motion sickness - they were complaining about the game being developed for console first. That seems to be a niggling issue for lots of PC exclusive gamers.
Although motion sickness is a valid reason to have a wider fov.
It’s known among them, they don’t need to repeat it again, also console tend to have locked FOV to reduce the number of asset rendered, but are also played on bigger screen at a longer distance from screen than on pc, motion sickness is more prevalant the closer you are from the screen, framerate compound the issues. The push about 60fps custom FOV is generally rooted in this comfort (along with latency issues for gameplay). This is a very old problem, as old as FPS, so some people don’t feel like explaining the root anymore.
Interesting to read up on 2D flat games. As a VR developer this just works. Whats cool with VR is that you can use the other eye to get situational awareness because it does not look through the scope/sight.
edit: Sickness from small FOV? Its the other way around in VR