Here is a study on how these effects rank when it’s comes to (hand) reaching tasks in VR: https://pubmed.ncbi.nlm.nih.gov/29293512/
Also subtle head and eye movements, which is something a lot of people like to ignore when discussing camera-based autonomy. Your eyes are always moving around which changes the perspective and gives a much better view of depth as we observe parallax effects. If you need a better view in a given direction you can turn or move your head. Fixed cameras mounted to a car's windshield can't do either of those things, so you need many more of them at higher resolutions to even come close to the amount of data the human eye can gather.
There have been a few attempts at solving this, but I assume that for some optical reason actual lenses need to be adjusted and it can't just be a change in the image? Meta had "Varifocal HMDs" being shown off for a bit, which I think literally moved the screen back and forth. There were a couple of "Multifocal" attempts with multiple stacked displays, but that seemed crazy. Computer Generated Holography sounded very promising, but I don't know if a good one has ever been built. A startup called Creal claimed to be able to use "digital light fields", which basically project stuff right onto the retina, which sounds kinda hogwashy to me but maybe it works?
It's possible they get headaches from the focal length issues but that's different.
More subtly, a lot of depth information comes from how big we expect things to be, since everyday life is full of things we intuitively know the sizes of, frames of reference in the form of people, vehicles, furniture, etc . This is why the forced perspective of theme park castles is so effective— our brains want to see those upper windows as full sized, so we see the thing as 2-3x bigger than it actually is. And in the other direction, a lot of buildings in Las Vegas are further away than they look because hotels like the Bellagio have large black boxes on them that group a 2x2 block of the actual room windows.