Here is an OEM VR headset, only called the "MGLASS 1" in product images:
|Memory|| 2GB LPDDR4 |
|Resolution|| 2560*2560px per eye|
|Frame Rate||60HZ Max 90HZ|
|Sensor and I/O|| Compass + Gyroscope + Accelerometer|
3.5mm headphone jack
|Wireless|| Bluetooth 4.2|
DLNA & Airplay
|Battery||3950mAh working temp. 5-35℃|
|Color||White or Black|
The reason why I've spent like 20 minutes copying in that table is a) to learn something new about copying and pasting tables, b) because this headset keeps popping up and dissapearing on AliExpress and c) clean up the formatting. The specs make this product sound like a PCVR headset + thin-client for portable situations.
Now, the reason why I've mentioned this headset is because I got an idea: non-optical passthrough near-eye display that doesn't take up any more of the users vision than required. Unlike VR headsets, where you try and block out side-light from entering, this idea tries to keep as much of the view unobstructed as possible. If anything, it's somewhat more ideal if the virtual monitor isn't see-through, from a visual perspective.
The idea is to have 2560px displays in those vertical rounded rectangles which are also motorised so that I have the option to move them out of my vision by sending a command through #Tetent [gd0090].
A potential strategy could be to get an MGLASS 1, dissassemble it and DIY a custom solution. In the world of VR, 38 degrees diagonal FOV should be very straightforward to do, though it's not like any on the market are targetting 90PPD so I might still run into issues.
Unfortunately, this expensive 2560px display seems to be an inescapable choice. Again, it's a very ideal display with its cost being the largest drawback.