Got the Rift DK1, original HTC Vive and Oculus Rift CV1, and Pimax 5k+.
The FOV is of course a letdown after the Pimax, but compared to the older devices, I get ten-ish degrees more combined out of the Index than the Vive, thanks to the slight canting of the eye-tubes (...at the unfortunate cost of reduced stereo overlap), and it is of course a huge eye-opener if you come from the Rift (or had been using a Vive worn wrong).
(I measure at the "waist" of the view (EDIT2: horizontal), for about 95° per eye, and 105-110° total for both eyes together, 85° of which is in stereo. -Due to the view being truncated by the edges of the screen, and the lenses exerting a "pincushion" type distortion on what you see, your field of view ends up "saddle shaped", so the FOV actually goes a little bit past the numbers I just gave, at the "saddle peaks" above and below the semicircles that cut into the view at each cardinal point, but I would consider it somewhat "dishonest" to quote that larger number.)
The resolution is about the same as the p5k+, which is, again, a fair improvement on the two older devices -- especially taking into account that they have pentile display panels (which are characterised by only the green primary colour being the advertised resolution, whilst red and blue are only 71% of it (half as many picture elements of each in total, over two dimensions)). Having full RGB is really helpful to Elite's orange UI styling.
The sweet spot is very tight, and very close to the lenses, but once you've found it, the claim is true, that the falloff in optical clarity toward the edges is greatly reduced with the Index's lenses. That said: Personally I can't seem to get into perfect focus overall - even in the centre; I can see the screen door effect perfectly well, but not quite "get a lock" on it, in terms of focus - it kind of blurs and "wobbles around", as if I was wearing glasses of slightly wrong strength. Don't know whether this is something inherent the the HMD optics, or if I personally just need a pair of plus/minus-some-tenths correction lenses...
The rumors about glare in the Fresnel lenses are also true: Is is really rather bad, and tends to wash out the image, even in scenes that are not dark; But if there is lots of bright stuff overall, all across the view, to drown out the stray light, and make your pupils dilate, adapting to brighter conditions, I don't really think about it for the most time (although I don't rule out that it may be a considerable contributing factor to my aforementioned focussing difficulties) -- there is a lot of it, but it is quite dispersed, so it's more like an oilily moving thin mist distributed over a large field, than the familiar smaller bright highlights from Vive/RiftCV1. When your view is mostly black, it is outright horrible., but I don't really notice it in Elite, which is rarely actually completely dark, what with all the clouds and stuff it has in space. I did however find its exacerbating the rather limited overall dynamic range of the screens, to outright kill contrast in The Elder Scrolls V: Skyrim, which turned a dull indistinct gray, making every day an overcast one - out of doors and indoors both. This was mitigated considerably just a few hours ago, when somebody shared a preset for a postprocessing injector for that game, which boosts image contrast, and applies some sharpening - it was like getting rid of cataracts, frankly. Hopefully Valve can be talked into adding contrast, brightness, and saturation balancing into SteamVR, like Pimax did in their runtime -- or even better: OpenXR should (EDIT4: Umm, to be clear: I am not saying it "should" as in "I expect it to"; Just that "IMHO it should" :7) include a mastering standard (EDIT: ...so that a developer can build and light their HDR product to their artistic intent, once and for all, and then it falls to the VR runtime to tonemap as appropriate for the colour gamut and dynamic range capabilities of any connected device) - one can hope, at least... :7
Have yet to experience any truly smooth motion, since pushing 144 frames per seconds is not viable at the lowest supersampling levels I find acceptable, and I have not yet tried any titles with graphics that is simple enough to get there. :7
There is motion smoothing ("ATW" "ASW" in Oculus parlance), which synthesises ersatz frames, whenever one's computer can't keep up, but I can't personally stand the quality of those, so I keep that feature resolutely off. I do however allow for what Oculus would call "ASW" "ATW", which only takes the previous frame and pans it in accordance with your head rotation, when fps fall short of the target refresh rate, so you still get 144 updates for your looking around, even when you have frames repeating for several refresh cycles (EDIT3: Emphasis here on looking around, by the way; When you turn around using e.g. a thumbstick, it is rendered frames that does the turning, and you'll see stuttering and judder if you have frames repeating.)