Was this aimed at me? I'm not saying you (I'm assuming you mean Sony) need it. Palmer luckey says they need it as a bare minimum in order for low persistence to work here
http://www.engadget.com/2014/03/19/oculus-rift-development-kit-2/ and abrash says the same thing in that video. Strobing is a problem at 60hz. They want a specific standard of presence that comes from extremely low persistence and sub milimeter head tracking accuracy. I still think its possible to explore other levels of presence without such lofty targets, but they are the experts, in particular Abrash. I don't know shit!
Yes, it's aimed at you.
First, the article you linked contains no quotes from Palmer, and says absolutely nothing about frame rates. Just so you know, Crystal Cove ran at 72 Hz, and I haven't heard a single person complain about flicker when using it. Apparently they found at least one guy though, because DK2 has both 72 and 75 Hz modes, in addition to a 60 Hz mode.
I think it's cool you've taken Abrash's video as your personal VR Bible it really is an excellent talk but that being the case, you really should try to pay closer attention to what he's actually saying.
They started out with a 60 Hz display, and that was great and all, but they were getting a lot of motion blur when they turned their heads. Shortening the amount of time the display is actually lit up for each frame solved that.
Problem was, people could perceive the gaps in the light. The solution for that was flashing the display more often. Caring more about having something that worked than figuring out exactly what the minimum frequency actually was, they just built a 95(?) Hz model and called it a day.
Abrash explicitly states in the video that frequencies lower than 95 Hz could also eliminate flicker for most users, but he hadn't personally done the testing to determine what frequency that would be.
Again, Oculus are eliminating flicker at 72 Hz with a 3 ms strobe, and at 75 Hz with a 2 ms strobe. That's
less than 90 Hz, not more.
Just for the record, his first demo in that video shows it doesn't matter how shitty and unrealistic your graphics are; it's the experience itself that creates the immersion. PS4 can create presence with no problems at all. Probably better, actually, since they already have motion controls and binaural audio nailed too.
I'm saying it's not an easy fix - running your games at a stable 85+Hz with AA is "something to be concerned about"
I'm not saying it is not possible for Sony or they will not do it.
Perhaps they could start by using non-zero strobe lengths, like Oculus are doing