I'll refer you to post #2121:
to anyone out unsure of they wanna jump into this psvr2 thing or not I can tell you this: This month i spent 1200euro on a logitech g923 wheel and pedals and shifter a playseat and psvr2 never done simracing before and it is totally worth it I am not going back to playing on tv again and now I...
www.gtplanet.net
PSVR2 has a fixed number of vertical lines - 2024, which spread across a 110 degree field of view turns out to be ~19 lines per degree. Your eyes (assuming 20/20) can distinguish as much as 60 lines per degree. There's nothing you can do with the hardware (higher compute) to compensate for the resolution. In a way VR is showing you what it feels like to have 20/60 vision
As far as "freed up compute power" that's what foveated rendering gets you, extra compute power is used to sharpen the image where you are looking - down to the pixel, while areas far from where you are looking will get reduced image quality.
I refer you to post #2121
to anyone out unsure of they wanna jump into this psvr2 thing or not I can tell you this: This month i spent 1200euro on a logitech g923 wheel and pedals and shifter a playseat and psvr2 never done simracing before and it is totally worth it I am not going back to playing on tv again and now I...
www.gtplanet.net
Essentially says psvr2 can display 2024 lines in a 110 degree field of view which is ~19 lines per degree. Your eyes can distinguish 60 lines per degree at 20/20 vision. The best foveated rendering will not fix this but more lines will - PSVR3