The GearVR actually has a fair amount higher resolution (and arc-resolution) than the first-gen wired headsets. It also has a bit more SDE and lower FOV so there's a trade-off.
In terms of rendering pipeline, even w/ the latest Gameworks VR / Liquid VR drivers and WDDM 2.0, the GearVR may still beat out the PC's latency - Carmack's OC keynote from last year is worth watching for some of those details. Since the GearVR has both a direct kernel driver for the sensors and front-buffer access to the GPU, he quoted something eyepopping, like 4ms M2P latency.
IMO, the killer app for GearVR is watching movies on long trips, and the really compelling 360 photo/video content that's starting to get made. If you're getting an Android phone anyway, the extra $99 seems like a no-brainer and is a compelling reason to buy a Samsung device over the competition.
In terms of rendering pipeline, even w/ the latest Gameworks VR / Liquid VR drivers and WDDM 2.0, the GearVR may still beat out the PC's latency - Carmack's OC keynote from last year is worth watching for some of those details. Since the GearVR has both a direct kernel driver for the sensors and front-buffer access to the GPU, he quoted something eyepopping, like 4ms M2P latency.
IMO, the killer app for GearVR is watching movies on long trips, and the really compelling 360 photo/video content that's starting to get made. If you're getting an Android phone anyway, the extra $99 seems like a no-brainer and is a compelling reason to buy a Samsung device over the competition.