Another opinion, it may not differ greatly from Slopeys but hey, it's another voice.
On the fresnel smear: I've used the Vive a lot at work, and my Oculus arrived about 10 days ago. I immediately noticed the fresnel smearing - and thought 'hmm, this isn't what I expected' - BUT, and this is an important but, I think Valve devs got the memo that black backgrounds with bright text will show off this artifact to the MAX, whereas Oculus's devs didn't. So - black backgrounds with white text are prevalent in the initial drop of Oculus content loading screens, whereas Vive experiences seem to avoid it. Title sequences such as that in Lucky's Tale with text on a lighter background, or neutral grey spaces - you don't see the smear at all.
I've yet to do a side-by-side comparison of the same content on Vive and Oculus, but with extensive experience of both, I really don't think there's much to separate them in terms of display, apparent FOV, and artifacts.
Build, fit, comfort - it's clear cut. The Oculus is an accomplished piece of design, a remarkable first stab at an HMD. It's surprisingly small, light, neat and simple. The single cable is fairly thin and light, the built in headphones are easily adjusted to fit over your ears, and they sound pretty great. In comparison, the Vive is large, heavy, looks like a prototype - and then there's the cables and headphones.
Of course, the tracking volume is much smaller than the vive, but doesn't preclude standing experiences, with some movement supported. The flip of course is that the tracking device can be placed on your desk, is completely unobtrusive, and silent.
And right now, we have no tracked controllers. This is initially disappointing after using the Vive, and is limiting - but only for a few more months. I hope that by the end of the year, tracked controllers will be considered part of the Oculus, rather than an add-on, and we'll forget they weren't there at launch.
So, CV1 + E

? Pretty amazing. New VR-fit interface works great (mouse cursor is oddly borked), text pretty legible, immersion fabulous.
How much will it tax your rig? Well - Frontier aren't joking about the GTX 980 min spec I don't think. Bit too juddery on my GTX970, so I upgraded to a 980Ti.
Performance is pretty perfect on the VR High setting (I do wonder whether it would be fine on the 970 on VR Low) - although I still get the odd hitch around planets. The VR High setting is still conservative - no ambient occlusion, no bloom, no antialiasing, medium shadow and texture resolution, lower draw distance and medium environmental detail I think (from memory).
I can dial some of these up with the 980Ti but usually this will eventually result in some dropped frames. I wonder whether Bloom has been dropped given the fresnel lens's natural bloominess, and whether theres much point antialiasing (pre lens distortion?) for VR headsets, correct me if I'm wrong.
I'd love to have an in-game frame rate so I could examine the hit of turning some of the detail back up - but I have to say, it's still a pretty good looking game at the VR High settings. Definitely miss ambient occlusion though.
I guess my lesson was: even with an almost-best-in-class (right now) GPU, you aren't getting anywhere near Ultra settings in VR!
Hope some of that's useful to someone.