http://www.tomshardware.co.uk/answers/id-3180987/ps4-pro-equ...
The GPU in the PS4 pro will be the RX480 desktop-equivalent graphics card. This has a slight lower passmark than the Nvidia GTX 970, which is the minimum spec for the HTC Vive.
Of course, it's not like and like - you can't just compare cards like that, and Playstation have the advantage of controlling the hardware and software configurations (which has always been an advantage for consoles), but saying it easily has the resolution and framerate sounds suspect - I expect it will just about have the resolution and framerate.
I'll find out in a week - I'm going to the Playstation Future of Gaming Tour, and I'll be able to compare it to the Vive with a 970.
I've noticed on benchmarks that the relationship between resolution and framerate is exponential - so a lower resolution will go a long way to a higher framerate.
The bigger issue seems to be game design. There are some things you just can't ever do without causing a huge chunk of people to get sick.
I heard of one hack, for minecraft or something, that snapped view angle increments to 30degrees or something like that, and it was helpful. That would simulate saccading.
Expect a lower point of view frame rate (vs animations that don't change point of view) would be helpful. i.e. smoothly move whatever is in your hand, or that pig on the landscape, but turning your head triggers saccade emulation.
Why would your eyes not saccade when wearing a VR headset? The screen isn't the source of saccades. Your eyes are.
You can dart around within that narrow window, but mostly you are looking around by turning your head. You are subjected to more visual motion than you would in real life.
Some examples: strafing side to side (try it), going up stairs, any sort of sudden acceleration.
Vive avoids this in room scale VR since you receive the feedback since you're really doing the action.
I think it's a great way to demo the limits that motion sickness places on experiences for the vast majority of people. It's more than just being in control, and there are other effects at work, just like hand-held video footage without image stabilization is painful to look at. But my pet theory is that the big one is working with your body - if your body sits in a chair, your avatar should too (ie: drive a car, fly a spaceship is ok, walking around an art gallery at a leisure pace, not so much).
People still get sick with Oculus because many of the games involve moving while you're sitting still.
That's why Vive does "room scale" games where it doesn't involve moving the world around you.