shadow mapping and fov

I was used to use different fields of view for the light view and the default modelview (camera view). But I encountered problems like shadow cuts. That seems to be resolved when using the same fov for both perspectives.

Is that a requirement ? Or is there anything I can do for not using the sames (as some maths calculations) ?

ive used different fov’s no probs
usually for sun i use an ortho projection vs a camera projection of 60degrees (whatever), so u cant get much different than that.
perhaps draw the lights projection frustum in the world (i believe made from sticking a unit cube through the inverse of the lights mv_projection matrix) this way u can visually see what the lights seeing