Oh, I would so dearly love to try VR+motion!but I had the opportunity 6 months or so ago to try out a VR setup with motion. The HMD and GPU were both older, so the quality of graphics was nothing to write home about, but even with the greatly decreased graphics quality, I was blown away.
Ahh. I think this means I don't fully understand the issue here, as it had seemed like it was just a question of a different choice about what you're keeping constant when changing things (whether 16:9, 32:9, or other). Don't want to drag things further off topic though so will just ponder it for nowvFOV is adopted by Kunos and all ISI engine based games (rFactor 1 & 2, GSC, GSCE, SCE, AMS), hFOV is only PCars and EATS. I think it's more accurate and easier to use for different monitors ratio as your world scale for given vFOV will stay the same regardless of 4:3, 16:9 or ultrawide monitors.
Remember that FOV is not only how much you can see but how proportional to real life the distances and objects are.