There&#x27;s a solid angle analogue to VR pixels where the &quot;solid angle&quot; is so much larger than a screen that occupies a much smaller portion of your field of view.<p>In order to represent a 4k resolution display in VR at a &quot;natural&quot; viewing distance in perspective-projected 3D space, you&#x27;ll need a headset with probably two, three orders of magnitude more pixels covering your field of view.<p>The stereoscopic nature of the VR headset itself effectively halves your pixel count, to say nothing of the lossy distortion of the rectangle-shaped backing display by the lenses into both eyes. Your &quot;solid angle&quot; is going to vary depending on distance from the center of each lens given that display manufacturers only produce rectangular screens with uniform pixel densities.