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The difference is either the gun will clip through objects or very obviously of wrong size (because in second method gun's size is related to camera and not the world). So you need to block player's movement further away from walls so perspective doesn't get distorted if player gets too close. I bet you saw it in quite a lot of games - when you get close to the monster, your guns looks tiny in comparison to enemy. Plus separate fovs which only adds more variables to consider and tune. So I don't see this separate camera as proper solution, yes it it's dirty method and it might work for Midnight Ultra, but overall there is tons of vastly better solutions. For example, quite a lot of games just push the first person model back when you move closer to the wall.