It seems that FOV is now a very discussed point.
I was still searching for an idea to improve the view, and I found something else. Main problem we have with FOV is that large FOV causes distorsion in objects with Y close from zero.
This is very visible within cockpit view: as you increase reasonably FOV, road remains mostly undistorted as it is far away, but car roof, doors and driver's arms are stretched and cover more and more the view. This happens because the projection used in game is perfect...in real life, wide angle lens always have a distorsion on the side which prevent this. For one time, perfection is a disadvantage
One way of getting rid of this is to use cylindrical or spherical distorsion, because this distorsion simulates a bit what happens in a wide angle lens or in our eye. For example the eyefish Quake simulates a view through a real, unperfect fisheye, and it looks far better for large FOV than the perfect DirectX projection.
Another way is to use different FOV. One for the world, one for the cockpit/car. It sounds strange but it works, because outside world and cockpit have different distances. World is mostly far away and large FOV is a better choice, it increases spatial awareness and sense of speed. Increase FOV and you see more.
On the contrary, cockpit is close, and you are inside of it...it looks nicer with lower FOV, closer from natural one.
Some driving simulators use a real car with a monitor on the windscreen.
In that case, cockpit is viewed using the natural FOV, and simulated environment uses another FOV adjusted for the monitor. It seems it does not cause any problem. Same for some flight simulators with real cockpit and monitor (there is a study like that where they use a real cockpit and they change the FOV on the display...from 22 degrees -natural FOV- to 80 degrees, and 80 degrees is better).
Here is an example. First a screenshot with 90 degrees FOV.
http://cracovia.free.fr/lfs_90_full.jpg
Then 130 degrees FOV (extreme setting). Better immersion for the road, but cockpit covers too much screen, door and arms are distorted.
http://cracovia.free.fr/lfs_130_full.jpg
Then a dual FOV screen. Road uses 130 degrees, and cockpit 90 degrees. You can see more road than in the 130 degrees FOV so the immersion is even better, and the cockpit looks better too.
http://cracovia.free.fr/lfs_130_90.jpg
With a dual FOV, as you see more road, you can get better immersion and sense of speed even for moderate road FOV. Increasing world FOV you can adjust sense of speed/distorsion, and reducing cockpit FOV you can decide if you want the cockpit to be more or less present/distorted.
Without moving point of view!