I am interested to see what their headset solution ends up like, and how PS5 architecture is exploited for VR games. I think there were some unique architecture choices like favoring clockspeed over wider GPU, which seem like they could help high refresh rates and responsiveness, with the high speed I/O also helping with quickly updating memory (indirectly allowing higher fidelity assets, since higher speed reduces need for 'insurance' i.e. conservative projection of what assets may be immediately needed). I see people talk about foveated rendering or disparate pixel densities from center to edge, but without eye tracking & fast system responsivity tied to that any such system would de facto need to be training users to not move their eyes much away from center... Possibly that could be easy "training" to do (either overtly or passively), I'm not sure.