Generally you're not gonna get a single number metric, but the max possible fov seems to be 93x84
That's the number for a single lens. The text under that table contains the stereo FOV (which was imperfectly measured by Doc Ok's own admission), which is approx 94H x 93V. Also, the shape of the display is such that it's weakest with a horizontal and vertical FOV measurement and best with a diagonal (why isn't that a valid form of FOV measurement?), while the Vive is the opposite.
What annoys me about this whole FOV gate deal is that people still dismiss the validity of the choices made for the numbers that provide a misleading understanding of the situation.
Basically, Oculus went with the shape of the viewable area and the shape of the lens (which impacted the FOV) so as to strike a good balance between FOV, SDE and pixel density. They chose to reduce the FOV so as to increase the amount of pixels used on the screen...
and the result in practice is that the perception of the difference in field of view between the Vive and the Rift is negligible to slight (depending on the person and how far their eyes are from the lens).
As if Oculus doesn't have enough real issues to contend with, they gotta have this B.S. problem of people griping about FOV numbers.