Anyway, I wonder what happens when VR manufacturers increase FOV to the point where the distortion from the traditional perspective transform (homogeneous linear transform) becomes impractical due to distortion towards the edges (example: https://www.youtube.com/watch?v=ICalcusF_pg).
You need >120 FOV for an immersive experience, but current graphics pipelines are built on the assumption that straight lines in world space map to straight lines in screen space, so you can't do proper curvilinear wide-angle perspective with the existing triangle rasterizer architecture.