Presented here is a case for a higher level ofengagement and immersion in gaming by proposing gamingsoftware support for displays that engage the players peripheralvision. It is widely accepted that the sense of “being there” or“presence” is heightened by “removing the frame”, that is, fillingthe viewers field of view with a virtual environment. Except for afew special cases this is almost entirely unsupported in currentcommodity games, and yet the importance is readily accepted asis illustrated by the widespread use in commercial simulators andvirtual reality environments. This paper will present the generalrequirements necessary to support a range of seamless immersivedisplays, that is, displays that engage a significant portion, if notall, of the users field of view. It will further outline a softwarepipeline split into two parts, a generic section that generates thenecessary visual information followed by a section that handlesthe device/display specific details.Part of the motivation stems from the realisation that there aremany possible hardware configurations for immersive displaysand it would be too high a burden on the software developer tosupport them all. Equally the installation supplier does not haveaccess to the underlying software engine or source code. Theproposed solution then is to separate the problem into two pieces,those that are the responsibility of the software developer andthose that are the responsibility of the display provider