>>382795701
>>382794105
>eye tracking etc etc
I think most VR enthusiasts don't expect that rather than foveated rendering or social VR, what eye tracking will revolutionize that will feel like a big leap is UI interaction. Foveated rendering will take a while yet to see better gains, especially on PC where the hardware/software support is not as easily usable. On consoles and mobile, fixed foveated rendering already gave us a big performance boost, and according to Unity, eye tracked, or dynamic, foveated rendering didn't add THAT much of a boost on PSVR2 over Fixed.

>comfort
According to one leak the weight is actually heavier than Quest 2, but balanced better since the battery is at the back of the headset. Not surprising since they're packing more material like the extra fan and a bigger battery in the headset. Overall it should be significantly more comfortable than previous headsets we've used. 

>reading
Something engineers at Valve and Meta talk about is how currently it's actually the lenses keeping us back from being able to take advantage of higher res panels if they existed. They add a significant amount of blurriness and act like a bottleneck on clarity. Fresnel especially. Pancake lenses should in theory be better because they don't have those ridges that disperse light. Instead pancake lenses have some other problems but there is research showing that it's possible to solve them. We'll see how Meta does, but it should be pretty good. They had some of the best fresnel lenses of their gen, even after Index came out.