And agreed on the FOV and image quality - it's pretty terrible. And it doesn't help that the press around it has been incredibly misleading about it. That, and the abysmal gesture-detection have broadly left me at the "neat tech demo, why did you build more than a dozen or so?" level.
That being said, I tried a couple of VR solutions and I don't really have a problem with latency. What I find more irritating is that I cannot focus well on different planes. You do have the effect when you cross your eyes that you put images from different planes together - although badly, because even if you don't see the pixels, you do get some kind of moire pattern when shifting planes (I can't describe it better). And what you don't have at all is depth blur. I think both can only be solved by true light field displays (if that is even possible). I hope there will be a breakthrough with holographic projection at some time.
You might be interested in this Oculus VR research then:
https://www.oculus.com/blog/oculus-research-to-present-focal...
Specifically, they render stuff to a texture larger than the displays. When that’s done, they cut a rectangle from that texture to account for the head’s rotation since when the rendering was started. If the head didn’t rotate, they show the rectangle from the center of the texture. Otherwise they show off-center and/or rotated portion of that texture.
While it would be nice to not cheat this way and truly improve rendering latency not just head rotation latency, it’s overwhelmingly harder to do so, at least on current generation GPUs.
I personally would welcome a AR HMD that sacrifices whatever is necessary to get a low-latency system that very smoothly tracks the user's movements.