skeejyttriumI already mentioned that when I stated how players sit on the couch. However, the reason games use it is because of performance. The reason they get away with it is because it isn't bad since you're sitting on a couch.
Oh right, I missed that part, I was in a hurry and had to go out x) .
I'm not a game developer so I was just making a guess about the performance impact, and I was doing so from the viewpoint of TF2. All that you do is render a little more world geometry, which is pretty basic to begin with. I'd imagine that in other games the added load could be way bigger. Considering what you explained about visleaves, I guess I'm not too wrong then (because you're saying that at a higher fov it still renders the same stuff as at a lower fov)?
As for the choice of using low fov on consoles: Still not sure about your argument. I'm too optimistic about game developers to think that they make design choices firstly because of raw graphical horsepower rather than overall game experience.
These are the same devs that lower resolution and tank framerate to the 20s in order to have prettier explosions.
regarding rendering, at least in TF2, yes there isn't a big hit because it uses PVS. Not many games use PVS anymore though, because it has to be pre-baked into a map at compile time and doesn't work if the map doesn't have easy divisions (see the optimization isssues with koth_suijin). That being said, PVS isn't the only form of culling that games use, and even TF2 uses other forms of culling like Viewing Frustrum Culling. While objects are completely unloaded from memory based on PVS, they aren't rendered in each frame based on VFC. See here for Valve's implementation and here for a general description. Source, or at least this iteration of Source, opts for a per-object VFC rather than per-polygon, which is possible because it uses PVS. TF2 still does have a hit to framerate based on FOV, but again, since it's a CPU-bound game and most GPUs are hardly used anyway, there isn't much of a hit to begin with.
If you're curious, PVS is also used for networking information - it's why you can't use the smooth tool to see the rest of the map in a POV demo.