Nope, that’s the whole point - this approach reduces the number of pixels where it will be hardly visible to the eye. There are many factors to take into account: focal sweetspot, geometric distortions, chromatic aberration, glare, etc. which will make it basically impossible to discern all that detail in the peripheral areas.
But most of all, it’s due to the pre-warp process which compensates for the lens distortion. After this process, the result is heavy oversampling at the periphery, which is totally unnecessary for the many reasons stated above. Basically, all these pixels go to waste.
Here are a few images which illustrate this, and the results of Nvidia’s LMS and MRS (closest to what we’re talking about) techniques (in UE4 in this case):
Lens Matched Shading