and for smaller screens, or distant screens, the field of view they can present without (much) distortion gets really narrow: just the part of your own field of view that the screen occupies.
#3DGraphics
if a developer considers the (real world) environment well, they may be able to make a good guess that would produce a render that looks like a window into that virtual world. but they probably don't even think about it.
i am arguing that rectilinear rendering should not be the default it is for virtually all 3D graphics.
the mind can more easily correct for #curvilinear distortion.