If you've been playing with the DK1 or DK2, the consumer version is fundamentally better. Do not assume you know what the state of the art is until you've gotten your hands on a preview. I don't know exactly what the resolution differences are, and I don't care - it's not the relevant spec to compare. It's gotten to the point where resolution is "good enough" to trick the mind and anyone who says otherwise is bikeshedding. They've gotten the screen door effect under control. With head tracking implemented and drift solved as a side effect, two huge problems are gone. Their low-latency head tracking stops people from feeling nauseated like they did with DK1. I could barely stand without wanting to vomit after playing the Doom demo. The only game I could play for any length of time was a simple platform jumping game called Rift Rush.
I don't know what they consider their largest hurdles, but from my perspective the hardware/software problems are solved for now and they need excellent made-for-VR content. When done well, the effect is stunning - in one of that calmer, more exploration-oriented demos I just stared at the light glinting off a metal bowl as I moved around it for at least 30 seconds.
But the difference between "good" and "mind blowing" was often the result of things that nobody has thought about before. In the movie-like demos, sometimes I missed things because I had my back to the action. In VR movies, the user controls the camera and needs to be told where to look; that's a problem nobody making movies has ever faced before. Even Pixar's demo suffered from this - the action was too spread out for the screen's field of view.