One of the things I've been really itching to see VR do is utilize eye tracking to implement dynamic foveated rendering. What it entails is you'll only get the full clear picture where your eyes are looking at and anything in the peripheral view are rendered at a lower resolution.
This enables a nice performance boost in certain situations as your video card on your PC won't be working nearly as hard and will deliver the highest quality graphics in the area you're looking at.
Pimax's Crystal Super has built in eye tracking and they've got a few solutions available for this to happen. There's the variable rate shading where for areas you aren't viewing, it'll shade a group of pixels rather than each one individually reducing the workload on the graphics card.
The one that really offers a huge performance boost is Quad Views. The resolution in the areas you aren't focusing on gets reduced while the areas you are looking at are rendered at the default resolution. Some games have support for this in place, but Pimax also has software to allow for Quad Views to work in certain games without the feature built in.
All of this is possible with both the hardware support in the Crystal Super and the software support in Pimax's software suite. As one that reviewed the Crystal Light and saw the Crystal Super at CES, I'm excited to see this tech being brought to more VR games, especially sim games.