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This formula is arbitrary but has some nice characteristics:
If $S_c = S_r$ and $b = 0$, then $S = S_c\frac{D_c}{D}$, which matches the behavior at pitch == 0 and causes tiles to be loaded with approximately equal screen width.
If $b = 1$, then tiles are loaded with approximately equal screen area. (This is the default.)
If $b = 2$, then tiles are loaded with approximately equal screen height.
If $b = -1$, then $S = S_c\frac{Dc}{cos\theta_c}$ and all tiles are loaded at the same zoom level. All tiles change zoom level at once.
maxZoomLevelsOnScreen
The number of zoom levels on the screen is
$$N=Z_{max} - Z_{min} + 1 = Z(\theta_{min}) - Z(\theta_{max}) + 1 = \log_2(\frac{S(\theta_{min})}{S(\theta_{max})}) + 1$$
Given the above formula for $S$,
$$ N = \log_2(\frac{\cos^{b/2+1}\theta_{min}}{\cos^{b/2+1}\theta_{max}}) + 1 = \log_2(\frac{\cos\theta_{min}}{\cos\theta_{max}})(b/2+1) + 1$$
$N$ is maximized when $\theta_max$ is at the horizon: