Smoke, a few comments:
1) You'll notice that if you were to draw a line out from his Adam's apple in that photo, it would be roughly over the wingline:
~ 90 degrees left, with what looks like the usual max eye rotation of another 15 degrees or so. So, ~105 degrees for the "center" of his FOV.
His FOV, assuming he has the human standard full 120 degrees (60 left, 60 right) of focus-able, detail discernible vision, ends at about 165 degrees to the rear. And that is with his right shoulder off the seat in near level flight.
If, given we can't actually measure his position in detail, I concede you an extra 7.5 degrees...there is still a 20 degree rear arc that is unobservable for all but the most rudimentary of peripheral vision. A though experiemtn woudl be seeing if you could count the number of fingers someone holds up directly 75 degrees right of your eyes (outside the focus able 120) - you'll fidn that without shifting you eyes you get the vague impression that fingers are up, but no real accurate count
2) As for player physical limitations, two points:
A. This is about limiting head rotation, not changing FOV which is currently set 120 degrees in CLOD. There would be no actual change to the actual player's head movement, only to the virtual character's ability to rotate their head. Physical strain/injury/etc would have the exact same effects as now, perhaps less, given you would be less inclined to rotate your real life head given it would gain you nothing past in-game character's rotation limit. No members of the community would find themselves inconvenienced in terms of physical ability.
B. The fact that rotating our heads slightly further to each side in front of a computer can be considered a serious and game changing physical strain speaks rather eloquently to the idea that any sustained attempt to observe your own six in flight is probably unrealistic.
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