VOTE Feedback for Unity 3d Camera Edge Side Distortion solution using spherical clipping planes.

As mention in other threads, The Unity 3d camera distortion is to big using 3 monitors. Also clouds far away flicker because the side the camera can look much farther than in the middle front center. I wish to change the camera from actual flat planes to equal distance from point of view. So the objects far away do not appear and disappear flickering; also the distortion is eliminated.

How to start?
Please Vote for a spherical clipping plane solution here
[link: https://feedback.unity3d.com/suggestions/correct-camera-distortion-issue-on-the-side-by-using-spherical-clipping-planes-instead-of-flat-near-far-clipping-plane]

This are Unity cubes using 3 monitors

from:

A solution to this problem is to make the clipping plane spherical, just using the 2 fix value for the pixel visual ray instead of flat planes.

2419802--237525--Spherical near clipping Solution.jpg

Change your camera’s fov. Disable occlusion culling to remove flicker.

Please Vote for a spherical clipping plane solution here [link: https://feedback.unity3d.com/suggestions/correct-camera-distortion-issue-on-the-side-by-using-spherical-clipping-planes-instead-of-flat-near-far-clipping-plane]

3133825--237505--Spherical near clipping plane.jpg

Thx but my FOV is correct. I do not want more zoom. I wish Less zoom.

Also, this solution helps the problem of flickering distance object when the camera is rotating.
3133825--237512--Far Flickering Game Objects.jpg