I mentioned it in a negative light, saying "suffering" more extreme eye movement and perhaps small neck movement but I never said it was unusable. It's just annoying to some of us who prefer the virtual camera to be our gaze in the game using mouse look rather than having to dart our gaze around real world glancing at the corners or edges at the same time as panning a virtual camera around. It's really more a limitation of hor+ not providing more in game real estate on larger screens, and HUD design limitations keeping HUDs, notifications, pointers, chat , etc to the periphery in the majority of games. Were the larger monitor to add actual game world real estate for immersion with all aforementioned critical focal elements centralized or integrated to the character somehow (like vr games are tending to do) it would be a completely different matter. A vice versa scenario might be mouse looking around while using head tracking in vr. Imo if you are mouse looking in 1st/3rd person, you shouldn't be scanning your gaze around the screen as well since the virtual camera is supposed to be "you" and where you are looking.