Valve will be doing a full reveal of the Index tomorrow, and based on what we know so far it will be more expensive and vastly better. At the very least it will be a headset designed for PC gaming by a company that cares about it, rather than a rebranded Windows Mixed Reality headset with a few extra cameras.
Unfortunately, GPU performance per watt/$ seems to be capping out just short of the goal.
This lovely article [1] states that:
• The tracking system has been massively changed, and
now functions from the inside-out- only needing one
[I think, not sure] tracking device.
• The same single switching 1280 x 1440 display, but
there's an improved lens setup that should help
reduce the screen-door effect
• Interpupillary distance adjustment is now
digital [this seems really useful]
•Mounting system has gone through a complete
redesign, thanks to a partnership with Lenovo.
[1] https://www.wired.com/story/oculus-rift-s-vr-headset/Here though: https://venturebeat.com/2019/03/20/oculus-rift-s-versus-ocul...
Interestingly, refresh rate is slower and IPD is non-adjustable (yikes).
I have pretty great (30/20) vision (no stigmatisms / etc., either), but my eyes are a little further apart than average- and every VR headset I've tried has been fine (including Cardboard), so I guess I was blind to the issues that can happen here.
I suppose the best option that doesn't require manufacturing a bajillion SKU's would be some flavor of mechanical assembly with servo's in it / etc. so that the adjustments can be per-user (like some fancy drivers' seats) instead of manual, which can be irritating to find the perfect setup with- getting projectors perfectly square comes to mind.
Either way, controller fidelity is nothing if you can't use the headset without motion sickness, and framerates (+latency) are really important for that.