We're really chasing diminishing returns with human reaction time.
On that note, 8K pixel density also seems below the ability for human eyes to distinguish, though at least with that, we can scale the screen size up to make it useful.
I don't see a way to scale human reaction time to actually notice 540Hz, unless there's some mind-machine interface coming along sooner than expected.
Because the eye/brain has a sort of set "refresh rate", we can do ridiculous things with VR. Say your brain and eyes are operating at 90hz. You can run the VR app at 90hz, and then, in between frame renders, shift the view left/right a degree (iirc its less than a degree), during the next render, the human sees the view shifted a bit, and so they subconsciously adjust themselves to realign with where they were.
You can use this trick to make a person believe they are walking straight down a very long hallway, when in fact they end up walking in a large circle. The brain notices the change during the refresh, and goes "hey, im veering a bit better correct myself", and so you turn to fix the shifted view, turning in a circle slowly.
From what i remember in this though, unfortunately not everyone has the same brain/eye refresh rate, so it requires tuning per person, and if its not "perfect", it can lead to motion sickness, as the eye and brain start to tell your body the signals arent matching up. This also causes a limitation in how far you can shift the view, so theres a sort of minimum radius, that varies per person.
And one of the potential benefits of 8K is to remove all need for antialiasing.
Think of it like ray tracing. A dramatically simplified rendering pipeline because it more accurately represents reality without tricks. If you got the raw hardware power to support such things.