So closed design available only on the PS4 or a more open design with a freely available SDK for PC and mobiles?No comparsion here as far as I'm concerned, also being stuck to the PS4 kind of sucks, if you look at it from a performance standpoint you need a system capable of providing at least 60fps constantly. Everything with these headsets is amplified, resolution is more important, latency is more important, refresh rates, pixel lag, all of this is critical because your eye is right there effectively looking at the LCD with a magnifying glass. I've been working with the original rift for a while now, and unless you want consumers quitting 5 minutes into a game due to motion sickness head tracking needs to be spot on, latency needs to be near zero, frame rates need to be unnoticeable (fast), you fail on any of these aspects and the brain screams "get me out of here".I'm not convinced the PS4 has the power to run next gen games at a good frame for rate for VR specific applications.