The first consideration for developers planning to
support any wide field of view projection is that a single
perspective projection is no longer adequate.
Unfortunately orthographic and perspective projections
are usually the only camera projection models supported
by games because they are based upon what is supported
by graphics accelerated APIs such as OpenGL. A
perspective field of view of more than about 100 degrees
becomes increasingly distorted and the pixel efficiency
drops in the most important region, the central part of the
image