This is the purpose on measuring this value ( I personally doubt that the VR value is so far from the real one) Once we assure that VR space = Real space and that the Graphic/Games engine correctly deal with the geometry (supposition) we can also do angles measurements with the controllers outside VR in real space
Taking your fish eye example, if your FOV is distorted by then lens the 80 degrees marker in the test application will not be at 80 degrees in real space when we measure it. Distances between the markers are not so important has the graduation values placed by the application.
To put it another way it’s like 2 contiguous rooms where you can see the other one thru a glass in the wall. If the geometry/physic in the 2 rooms are equal we should be able to take angular measurement thru the windows has if we were in the other room. ( this is were the VR=Real space and game engine supposition is important). If you replace the glass windows by a fish-eyes lens the 80 degrees mark will not by at this same angle when you measure the real angle outsider VR between the 2 controllers
If no transformation are required to convert VRSpace to Rspace coordinates I don’t see how angles could require some. I do admit that some distortion could be present a this edge of the optics and that 5K+ could me more affected by the that then the Index. But I think it’s quantifiable using the controllers has measurement mark in real space
And by the way strictly speaking we would still have a 114 degrees of field of view for the Index but a distorted one ;-).