Quote: "I'm guessing you would just make the camera field of view 360'?"
Eh? I would just use a normal FOV and angle the camera as the VR headset turns. Unless you are speaking of some sort of 360 wrap around screen room or such, maybe then a 360 FOV would be appropriate (but I think the overall rendering with that scheme wouldn't be accurate and distortion would appear to the viewer).
It probably is indeed very simple. The VR technology is all in the headset, really. Just a few minor adaptations at the software level.
Field of view, to clarify, merely determines how much the world the camera sees
in the direction its currently pointing, not what it's capable of potentially seeing from where it is. Note that setting FOV to 360 would also increase vertical viewing angle as well as horizontal viewing angle.
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