Old_Dad doesn't have the cloud rendering issue that Nerdy Plane's video addresses.
The 'straight' edges that tend to be seen toward the sides of the display when wider FoVs are set are an unavoidable artifact of the way those clouds are constructed. I started a thread on this very matter some months ago, wherein I investigated how clouds are made. I substituted a completely different texture which had a grid pattern, and this revealed that cloud elements are made like a pyramid, with the peak pointing toward the observer. But what's really strange is that as the view is panned, the pyramid rotates so as to have the peak shift radially away from the field center. When the FoV is sufficiently wide, the peak lines up with the outer edge of the pyramid base nearest the screen perimeter, and this causes the edge to exhibit the characteristic straight edge.
The only true cure is to not let the FoV get to around 90 degrees or wider.
This is a consequence of the FoV angle, which is tied to the screen width. If one uses a 4:3, 16:9 or 3:1 'tank slit screen aspect ratio, all will have the same horizontal FoV for given value selected. If all these different screen aspect ratios has the same 90 degree FoV selected, all will cover the same slice of the world in the horizontal. Where they WILL differ is in the angle of coverage in the vertical. For given FoV, the wider the screen aspect that smaller the coverage in the vertical. In short, wider screens LOSE coverage by slicing away the top and bottom. They DO NOT provide more horizontal angle. Again, the FoV is tied to screen width. The ultimate screen aspect would be a 1:1 square; that would cover the same horizontal angle, and expand the vertical coverage to the same angle as for the horizontal. What a boon that would be in a turning fight, where hard turning pulls the action toward the lift vector, which is vertical.