I think right now Oculus is more focused on bringing VR to a wider market than they are on pushing specs. If you look at it from that perspective, the Rift S is a _massive_ improvement. No need to mess with sensors during setup; just plug and play.
And it's not like they've abandoned R&D into higher-end tech. It's just that resolution and FOV improvements are bottlenecked by modern GPUs. To overcome that bottleneck will require a breakthrough in foveated rendering technology; which Oculus is working on but hasn't achieved yet. (I believe Michael Abrash, the chief scientist at Oculus, estimated it'll take them another ~4 years to get the technology to the point where it's ready for mainstream consumer use.)
That's not what HTC were going for with the Pro, it's geared towards commercial use. Hobbyists are still buying it (naturally) but what we're really waiting for is whatever Valve are up to.
Yeah, looks like they're pivoting their non-Steam/game related dev strategies more towards linux gaming and better streaming support than anything else
Sorry, I'm usually more careful with this kind of thing but having one of these headsets (Sony HMD Odyssey, it's great and the newer version is meant to be even better) and lurking on /r/WindowsMR it somehow didn't even cross my mind that it was an obscure acryonym.
And it's not like they've abandoned R&D into higher-end tech. It's just that resolution and FOV improvements are bottlenecked by modern GPUs. To overcome that bottleneck will require a breakthrough in foveated rendering technology; which Oculus is working on but hasn't achieved yet. (I believe Michael Abrash, the chief scientist at Oculus, estimated it'll take them another ~4 years to get the technology to the point where it's ready for mainstream consumer use.)