Higher optical resolution 750*800 pixels per eye versus 960*1080 pixels per eye
better image quality no rainbow artefacts on both sides of each pixel
no horrible diamond pentile screen door less black, dark unused space between each individual (sub)pixel
better comfort +600 gram ski-mask which is strapped tight against your face versus a 'welding-mask'-design which puts the weight on top of your head, nothing strapped against your face leaving marks after even 10 minutes of use
better cable management less cables coming out of the HMD, as well as lighter cables
1) The CV1 has 2 screens with a total of 2160x1200. That gives you 1080x1200 vs 960x1080 pixels per eye. Your match is off
2) There are no rainbow artifacts on either side of the pixel.
3) CV1 isn't using pentile
4) This isn't a problem with the rift , the engineering sample I've used is more comfortable than the vive or psvr
5) There is only 2 cables out of the rift. A usb 3.0 and a hdmi cable
Lets not forget that since the rift / vive uses two screens you get physical as well as software IPD adjustment which the ps4 is only capable of software. The rift may have 2 cables but it also already has headphones built in. So there will be no need for a cable for head phones or heavy wireless ones. The rift and the vive are capable of supporting as many light houses and cameras as they want to improve room scale , while the ps4 can only use a single camera.
Oculus went to two smaller screens so they could skip pentile and also get physical IPD adjustment. The physical IPD adjustment is a huge step up from Dev kit 2. Zoning in on my sweet spot was possible with the production sample and something I never achieved with the 2