You can find a bunch of information here:
https://uploadvr.com/abrash-2018-predictions-oc5/
Most are very likely for 2022, a few are likely, but still a bit iffy.
But the TL;DR is:
- Bare minimum 4000 x 4000 resolution per eye and 140 degrees FoV.
- Photorealistic Avatars with full body tracking, eye tracking, finger tracking, facial tracking. Basically your Ready Player One avatars, or at least close to that.
- Depth of focus using varifocal displays or something else to solve vergence accommodation. No more headaches, no more eye strain.
- Mixed reality in VR, being able to scan the real world in real time to any amount, from items like keyboards, mice, furniture, drinks, pets, humans, food, drink, or everything in the room. Solves isolation. Allows you to easily teleport to a friend's house, etc.
- Personal HRTF calibration. A way for your ears to be scanned so spatial audio goes through a reconstructed mesh of your ear canal, thus giving you audio that sounds 100% lifelike with audio propagation algorithms.
- Foveated Rendering which would be able to cut around 20x of pixels out of the rendering equation, making VR games less intense on GPUs than non-VR. Eventually far less intense. This is where VR starts to outpace traditional gaming in graphics, framerates, and resolution.
- Wireless.
So a 2022 HMD from Oculus should fix almost every hardware problem with VR.
Other than that, we know Oculus believes haptic gloves to be doable within 10 years, and Waveguide displays would give us the Ready Player One visor form factor with no distinct time frame given, but clearly implied to be somewhere in the 5-10 year range.