It has too. The lens type and shape is simulated in software shaders to reverse the distortion produced by the physical lens.
Similarly, the IPD adjustment, as well as the distance from eye to screen, and so on, need to be accounted and fed into the shader calculations. All that will affect the FOV calculations too, meaning the FOV will probably vary from mid 90's to high 100 degree FOVs in game.
The whole point is to do 1:1 mapping of the real world, as much as possible.
Awesome, thanks for the replys! That makes sense, It sounded like that with or without glasses for the cv1 would be too large a difference. It's very good that it keeps it as much to the real world as possible.