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Although the Oculus Rift uses a 1280x800 (640x800 per eye) display in the current dev version it is advised to use 1600x1000 or more per eye when rendering the game. Yet testers still report that it's very noticebly pixelated ("like watching through a fly screen"), because the pixel density is not high enough.

Hence the consumer version will use a higher resolution display, but probably requires an even higher resolution per eye rendering. I doubt any of the new consoles are powerful enough to render (highly demanding) games at these resolutions.