As a mildly amusing numberwang distraction: ONE way of counting things, is pixel division by pixel division, of the entire field of view, and, amusingly, circumstances allow us the possibility to arrive at precisely true 4 utilised "kibipixels" (a number which happens to be the originating digital cinema definition of "4k"), if one postulate the following:
- Horizontal screen utilisation was last time anything was mentioned 80%.
- Two thirds of what one eye can see, covers the stereoscopic region (100 degrees of 150).
...so solving this for both eyes (adding up to four thirds of the per-eye resolution, total (the shared bitmap is six thirds, but two plus two of those are overlapping, so they count only once), for the total FOV): 3840*0.8*4/3=4096!
Hopefully the screen driver/scaler is made to squish the aspect ratio of the input signal (16:9 to 12.8:9), and offset it upto the common screen edges, so that it is not, too, only 80% utilised.
(Would rather have 3413 pixels total effective horizontal resolution (paying no attention to the undeniable effect of binocular detail perception), than 2730 (80% of that).)
(EDIT: Come to think of it; Maybe that last thing could account for the peculiar render targets shown in the SteamVR settings window, in the videos that were posted a while back... Oh well, not going to check whether there is any apparent correlation now; Work tomorrow. :7)