Sounds like a great piece of kit they've put together. Shame about the tether, but at least the headset and controllers are delivering the goods.
Interesting screen specs:
PSVR: 960x1080 per eye, 100 Degrees Horizontal FOV.
PSVR2: 2000 x 2040 per eye, 110 Degrees Horizontal FOV.
Quest 2: 1832x1920 per eye, 89 Degrees Horizontal FOV.
Using Pixels per Radian to understand visible screen clarity, this gives PSVR 10.3k PPR versus a whopping 37k PPR for PSVR2. So, the jump in clarity - my single biggest complaint with PSVR - is going to be pretty significant. In comparison, Quest 2 has 39.5k PPR - however, it has a slightly smaller FOV. So, PSVR2 is absolutely comparable to the Quest 2 in terms of display clarity.
PSVR2's eye tracking is also pretty interesting. If it's actually fast enough to enable eye-tracked foveated rendering - instead of the PSVR1's static implementation - it'll allow the PS5 to punch way above its weight in terms of fidelity and clarity. However, Ryan didn't specifically link it to Foveated Rendering, which I think he would have if they actually had it, because its the next clear step forward. So, I doubt it's fast enough to keep up with the 120hz display. Its a nice addition, but it's exactly that.
Everything else looks on par with the Quest 2, backed by the horse power of the PS5 instead of the bespoke mobile-adjacent chipset the Quest 2 has. Terrific stuff - can't wait to see it in action!