I've heard a lot of people complain about the lack of eye tracking, foveated rendering and varifocals with the new headsets (rift s and valve index), and so they don't want to call this vr 2.0 but more like vr 1.5
But apparently the sweet spot (that is the place where you stuff is focussed) is a lot bigger, the screen door effect is much smaller and the fov (especially on the valve index ) is a lot bigger.
The rifst s does a couple of tradeoff for this, it runs at 80 hz instead of 90 hz, uses inside outside tracking instead external sensor tracking, has cheaper audio and controllers with less functionality.
The valve index goes all out with their valve knuckles, improved audio, improved fov, superior external sensor tracking (supports playspace up to 33 by 33 feet)
That sounds to me vr 2.0, but of course I haven't been able to try any of these babies.