The higher refresh rate is what has me spooked. I wonder why they thought 75 FPS wasn't enough? Seems perfectly fluid to me. 90 seems overkill. 1440p @ 90 FPS might take a Titan to drive.
The answer is somewhat complex. When you increase spatial resolution, you need to increase temporal resolution accordingly, or you lose detail during movement- you get a lot of smearing, and horizontal judders. This causes nausea even with- eg. early versions of Super HiVision at 7680x4320 at 60 fps were fine for locked-off shots, but complete hell if the camera was moving.
The way it's quantified in the lab is by referring to
dynamic resolution, derived from the spatial (x/y) resolution and the temporal (framerate) it's quite possible for dynamic resolution to be lower in a higher spatial resolution setup. This is why you want to avoid 4kp25 like the plague

Essentially the problem, if you consider a camera move, is that within a given time period you move N pixels- effectively jumping or smearing that many pixels. If the spatial resolution increases, you jump or smear more pixels per frame for the same "arc" proportion of the screen moved. Conversely, if you increase the framerate, there are more pixels of detail in that same "arc" of movement.. if you see what I mean? It works the other way around too, if you drop the spatial resolution, the movement looks more natural at the same framerate.
This isn't guesswork, and has been proven experimentally through separate research by the BBC's labs, and Philips in the Netherlands. I believe NHK have done similar work, and are now cranking up their minimum framerates for their 8kish stuff to 120fps.
It's a shame I can't link you to examples- but sadly you can't film this stuff, you really need decent high speed displays and high speed footage downsampled in different ways to illustrate it clearly, but the effect is very striking (I saw a demo some years ago with a train set shot at 4Kp600 that was simply
awesome, even though it was just running at 1080p200). In a nutshell, the effect was that the further out of whack the framerate was, the less that small details could be clearly seen.
This stuff is vital. A scene perceptually losing detail during a camera move and then gaining it when it stops directly triggers a close analogue to the seasickness response. A major UK broadcaster discovered this through another route, when they started broadcasting football in HD. They had set their coder up to be very sharp, so when the camera panned, it went quite noticeably softer (I think this was with MPEG2 so I guess it'd be macroblock artifacts). This consistently made football viewers sicker than excessive consumption of terrible lager would suggest. Once the broadcaster actually worked it out, they set their coder up to be slightly softer- and the problem went away!
So yes, framerate is
really bloody important for maintaining good dynamic resolution, and thus detail- and avoiding giving the user a nasty case of the whities. If you're dealing with a VR headset that takes your entire vision over, it's even more important than with just a television. There are few things more vital to making the experience good than framerate. If they increase the spatial resolution of the display without also boosting the framerate, the dynamic resolution will be
worse, and it will be an inferior display in many ways, and more likely to cause nausea too. Oculus aren't just being showoffs, they understand the underlying science.
Note: the above is a very slapdash summary, so if you're familiar with how all this works, the underlying maths, and indeed the filter functions of the eye as regards video, don't yell at me. I was trying to pitch it at a suitable level for a nerdy lay audience
