Hi!
The short request:
Can you please add a slider, which moves the camera backwards but keeps its pivot-point in the center of the sphere? And call it "virtual FOV" or "FOV" please?
Here's the long explaination:
I bought a Quest-3 to enjoy my 360° videoclips but I got a bad surprise:
All my videos looks to close, they looks "zoomed in"!
I would like to zoom-out the view to see more of the environment.
I do understand the cause: Any VR-player uses the FOV from the Quest-3 and it has a FOV=108° which is good for gaming ect, but way too less for watching 360°-videos.
For example: the human eye-vision has about FOV=180°.
And that is why I wanted to ask you if you could implement this function.
This is an example of the original narrow view:
https://www.youtube.com/watch?v=alCk1HBCCFA
This is an example of an increased FOV, which I would prefer:
https://www.youtube.com/watch?v=JXuhPVTl3eI
Discussions with AI revealed that changing the FOV is supposedly not possible, as this is said to be restricted by the Quest itself.
But:
If this is true, the game isn't over, because I know a workaround:
In most vr-players it is possible to move the camera-position with a slider through all 3 directions. I only need backward-direction for my suggestion.
Moving the cam backwards results in virtually increasing the FOV because the distance to the sphere where the video is projected, increases.
But only until I rotate the cam, because the cam always rotates around its OWN pivot-point and because of that the view is distorted at any view except front-view, see my picture and animations below.
If it would be possible to lock the cam-pivot-point into the center of the sphere, regardless of the position of the cam, the described distortion would be eliminated completely.
On the left of this picture you see the standard camera position which is rotated around its own pivot point. rotating the moved cam would result in distorted views, when the cam-view is sideways or backwards.
On the right you see the camera which locked pivot-point to the center of the sphere. The distortions from the left cam are eliminated.

In the following animation it is shown:
https://youtu.be/Tce2QyVwtrY
Until 0:12s both views are identically, but then the magic occurs. while the left video has the described distortions, the right view keeps always its form.
So what do I need?
A slider which moves the camera backwards but keeps it's pivot-point in the center of the spere. Thats all! 😃
I hope you have understood what I’m getting at, and I would be very happy if you would consider this feature. Please let me know if anything is unclear. Thanks and best regards!