Not from the footage that was shown so far.
This is a silly, unconstructive 'discussion'. Firstly, PSVR2 is clearly a great advance over PSVR than PS5 is over PS4. Not only is there a 1080p to 4K advantage, the FOV of that screen is far higher meaning the relative improvement far greater. You move from LED to OLED with greater contrast, and foveated rendering brings a potential order-of-magnitude more fidelity per pixel than simply PS4 -< PS5 can bring rendering to the whole screen. Videos can't do that justice.
Secondly, there's no reason PSVR games couldn't run on a better headset and take advantage of it so long as the hardware is abstracted enough. We have this already on PC with games scaling to different headsets. There's nothing magical about PSVR2 that mean PSVR (or any other existing VR title) couldn't be rendered to the OLED screens even if with PSVR limitations. No different to supporting DS4 on PS5 even though you don't have haptic triggers. A different platform implemented with more forward-thinking would have the software adapt. And you know what, we have that already to a degree in games. They are already developed with a flexible resolution target so that when Sony enabled 1440p output, games support it. Games should be able to query output resolution and render accordingly. PSVR's API could have been abstracted enough that when rendered on a higher resolution headset, it just works.
Now I can see some justification. PSVR was a first effort and Sony were still in the fixed-function, to the metal mindset going in to PS4. They probably just thought about accessing PSVR without even thinking about what comes next, just as they did creating their past consoles. Interfacing with PSVR is probably some fairly kludgey software. I'm guessing PSVR games only run on PS4, the camera is spoofed through the adaptor and it can't just use any old camera, the adaptor has to be requested. For PS5 to support PSVR games, the game would have to either run in the PS5 environment rather than the PS4 environment, or the PSVR2 would have to have a PSVR emulation written for PS4 and the PSVR game would run in PS4 mode, talk to PSVR, and have some software somewhere making PSVR2 talk like PSVR. That's a fair bit of work, prone to issues, and perhaps of limited value.
But I don't think that clean break works any more and I think response to this news, "why can't I play my PSVR games on PSVR2," indicative of current values. Buy an app on your phone? It works on the new one with a higher res screen. Buy a new Steam game? It works on the new laptop in higher framerate. Get a VR game on one headset and on the new headset it's better. Ideally VR games will be updated (just need ports of the existing PC versions 9 times out of 10!) and, ha ha ha, Sony would eat the cost of giving free updates. Failing that, updates should be cheap to cover the work done. But going forwards, I want to know Sony are properly abstracting their hardware now. The fac they had a PS2 emulator on PS4 but didn't expose it fully does support the 'Sony like milking resales' view, which is also supported with Nintendo's lucrative resell philosophy. It works for Nintendo, it'd be silly from a business POV for Sony not to try that themselves. And if it works, if the majority are happy to buy again, then it's the consumer who's ultimately to blame if Sony go that route. If people didn't buy remakes, they wouldn't be made.
The upside here is this is a great headset and Sony have strong positive history with VR. It
could be another Vita, but I think they want a strong position in the VR market. Virtual metaversing could be big. Bring back Home plus this, make it on PC, Sony are actually in a strong position for that emerging market. But we at least know this be well supported for the life of PS5 and should get some fabulous attention and some new VR landmark experiences.