Most people tend to go into PSVR with a biased attitude expecting it to be inferior to PCVR.
First of all it has a lower resolution right?
Well the PSVR screen does have fewer pixels that can be directly manipulated, but it makes up for that gap with having 50% more sub-pixels for each pixel. Samsung's Pentile technology is really good for smartphone and other screens and images look vibrant on them because they use an alternative layout of sub-pixels that unnaturally enhances the colour green. The colour most distinguishable by humans.
Pentile display uses: RG-BG pattern for 2 consecutive pixels, RGB display uses : RGB-RGB pattern for 2 pixels
So, for the same amount pixels PSVR has more sub-pixels by 2:3.
Now, let's have a look at the resolution and see which display has more sub-pixels.
2160x1200x2 = 5,184,000 | 1920x1080x3 = 6,220,800 (20% higher)
Consider the fact that all three displays have almost the same FOV. They may even run some of the same games.
The top one will have a higher resolution and therefore be able to define fine detail on objects and text and will also have a relative increase in processing power requirement. The increase in resolution alone is merely 25%.
The second however has the advantage of having more sub pixels crammed in to produce a higher density image. It uses this to alleviate screen door effect instead of increasing the resolution and having to require more processing power.
Consider the DK2: 1920x1080x2 = 4,147,200
Oculus have managed to increase the pixel density by 25% with the consumer version in order to minimize the screen door effect.
While PSVR manages an increase of 50% in sub-pixel density over the DK2.
There's a lot more to technology than reading off the back of the box.