Ok here's my take on it. VR is just taking off, some would say it still has limited appeal, certainly not worth the risk to R&D, design, build and market something that realistically is going to cost £2k for the headset alone.
Our water industry company is always trying to appeal to us by running wellness campaigns for employees. They recently went on a massive mental health kick and got us on loads of training courses, one of which was about what it's like to have a mental illness. The 2-day course included several hours with each participant wearing HTC Vives - We, the company who won't spend a few hundred to fix a NAS box with £2mil of asset data stuck on it, actually went out and bought about 30 complete VR rigs just for a flippin' mental health awareness course for some of its employees....!!
Granted, they're entertaining the idea of giving us VR for use in remote asset surveys, but they'll also be bought brand new.
The better you make these things, the more people will support them in their products and the bigger the market will be.
Your peripheral doesn't need the same density. You tend to move your head to look, not your eyes.
The truth is the complete opposite.
The head may move (though not always), but the eyes move faster and so they move first. Basic biological programming and survival mechanism. If you force yourself to do it the other way, you will get dizzy.
People watching 3D movies complain a lot. One of the biggest complaints is blurred images giving them headaches. The most common cause of blurry images is where the film-makers have forced focus on the centre of the screen (which works as a 2D technique but not in 3D) but still have things moving in the periphery. Your eyes will be drawn to that movement and you'll see blurry things moving around, resulting in the nausea... as well as showing up poor film-craft. It's such a glaring error, I can even point you to exact scenes in Avatar where they make this very obvious mistake.
The general rule in 3D filming is that everything in-frame must be presented in perfect focus and in 3D, even if it doesn't look so to you in real life.
Have you been to the flight simulators at RAF Brize Norton?
I have. Got a go on one, too.
The surround screens show a basic low-resolution image, with just an oval at full hi-res. That oval moves around according to where the pilot looks. On the front of the pilot's helmet is a tracker facing inward toward his face. It monitors exactly where his eyes are looking and moves the oval accordingly.... not his head, his eyes.
When I drive or ride, my head moves very minimally. My mirrors are set up so I can just move my eyes and my head motion is minimal. Wearing a cheap, heavy bike helmet with high speed winds buffeting your bonce, you notice head movement a lot more.
I have spent many years shooting firearms. When I play VR shooting games, I naturally drop my head down, which means I'm looking through the 'peripheral' of the fresnel lens. It's blurry.
So yeah - Eyes move first, eyes move more and peripheral resolution is essential.