This is the same sort of warp mapping projection technology I was planning to introduce on my game system design from last decade. It looks like they are missing a lot, and haven't done it anywhere near as well.
Where is the soevs fur resolution, lumen, color space, the important thing. When you ate dealing with such projection it pays to get as close to 200% color as possible to compensate, and enliven things. A rec2020 100% color soave, maybe by quantum dit light source, is a good start.
For resolution, whatever desired resolution on a good feild of view is sy least 3x more over 180 degrees. So, that is at least fullhd x3, or 6k, 4k will be a bit grsiny. But 4kx3 will give a smoother picture to those with good eyesight, and 8kx3 the limit of this type of human vision.
If one can see well enough, and uses the center fraction of the eye they can see a 8k pixel. The rest of us just see less. The human eye works by glivking around a scene taking shd samples svene, snd you actually derive pleasure for the contrasty textures sampled this way, wherever the realise what is giving you the pleasure or not, or even notice it. It is the same with many so-called intangible elements of vision. In the film industry you can see things are set at just a certain way to increase audience enjoyment. In action games it is a different set though, as people are not being relaxed so much, and is more participatory hdr. So, with the right brightness a 8k pixel will stick out during sampling.
Wayne Morellini