At 64 inches from my 24 inch monitor it is not worth trying to play the game. At 16 inches I have to constantly move my head left and right to see what I take for granted at 32 inches. At 32 inches the FoV arc allows me to see everything across a 23.5 inch presentation. I've played with my 40 inch TV and 64 inches is proportionally the same spot as my 24 inch monitor.
Distance from the monitor only finds the best spot for your eyes to easily see what the monitor is displaying without having to either move your head side to side or find it uncomfortable to focus on smaller things you don't need zoom to see. You are trying to find a trade off to the width of your monitor, FoV, and the comfort zone of your eyes current physical state. FOV fixes you to an arc of seeing your world what ever you do including the corresponding amount of zoom.
I will venture Hitech has a code formula that describes zoom in the game with values that correspond to the max\min values we have available to set our custom FOV. And our custom FOV input ends up being a zoom value.
In FPS games there is some conventional wisdom around lower number FoV and your ability to point aim and hit your enemies from your avatar. I always tended to play FPS games with my head closer to the monitor and a smaller FOV while keeping my vision on a swivel.
Air to Air combat requires peripheral vision to see the sky and track a small fast moving object in 360 degrees all over that sky. A narrower FOV is no different than setting a wide FOV but performing all of your ACM with zoom on. You can prove this by setting your FOV to 60 and using a ruler to measure the diameter of a 100Mil reticle ring. Then use the keypad to look at a few views and screen shot them. Then reset your FOV to 120, then spawn out in the same plane, hit zoom and adjust the 100Mil ring to the same diameter from FOV at 60. Keypad the same views and screen shot them from zoom. The views 60FOV and zoomed 120 FOV screen captured should both be reasonably close in size viewed from your art program.