It was very typical of PSVR on the base system. Not excellent but sufficient. The VR experience was generally quite good here and the game is well suited to it.
I can't help but think that because the dev interviewed isn't sensitive to frame rate drops the game will release with vanilla PS4 having an uncapped and therefore wildly fluctuating frame rate. I know you said it's early code, but his attitude doesn't inspire confidence. For something that surely can't be hard to implement, that will please a large number of customers and will in fact be barrier to purchase for others.
In the footage you provided there seems to be enough overhead for locked 30, and with the dev saying framerate in a (twitch shooter?) game such as this isn't important, 30 has to be an option right?
I find it odd that in 2017, a dev can be seemingly tone deaf to what gamers like, and that for every game that makes an effort to give console players a touch of what makes PC stand out (options) a load still don't get it. I could understand 10 years ago, but in the days of HDR, 4K tvs, checkerboarding and variable resolutions, developers' reluctance to allow their customers to tailor the experience is bizarre.
Or am I just too used to being around enthusiasts?
I'd like to see a (React type I guess) video where non-gamers are introduced to the villains of bad frame pacing/input lag/low frame rate, with no prior knowledge, just to see if they even pick up on the problems while playing.