How did you get to that? The current Rift has a definition of 2560×1440, but that means 1280×1440 per eye. So it's not much more work than regular rendering at 2560×1440 with a target of 90FPS.
Yeah I think I'm confusing 3D Vision with the requirements for VR. I have a 1920x1080p monitor. Stereoscopic 3D on that monitor requires 2x 1080p performance for 3D so I was equating that to VR, but thinking a little deeper I guess VR achieves the same thing by simply halving the resolution and delivering each half to each eye. So maybe I can get away with a single Pascal then!