Valve have asynchronous reprojection
Async Reprojection is the same as Oculus' Asyc Timewarp (
https://developer3.oculus.com/blog/asynchronous-timewarp-on-oculus-rift/). Async Spacewarp (
https://developer.oculus.com/blog/asynchronous-spacewarp/) hasn't yet be implemented/copied on the Vive.
I don't see how the screen thing is very subjective. Side by side, same game, same settings, I'm able to make out finer detail with the Oculus headset.
Combined together the better screen and Async Spacewarp makes DCS (digital combat simulator) playable on the Rift due the small font size used on realistically sized dials in the cockpit actually being readable and the massive performance issues (regardless of being playing in VR) are smoothed out with Async Spacewarp (which flatly doesn't exist with the Vive).
I should say, the difference in screen quality isn't night and day. Technically I'm almost certain they actually have the exact same resolution screen. Comparing them when you don't have them side by side can be hard. However, I was reminded that it IS a noticeable difference when I tried H3VR with the Oculus after using it exclusively over the last year with the Vive - due to the room scale tracking working so much better with the Vive.
Quite simply, the first time I tried it with the Rift I was immediately noticed that holding out a pistol at arms length I could actually make out front iron sight with little effort. I love both headsets, both have their strengths - but side by side, with literally everything I've tried, the Rift has a demonstrably better screen.
I'm obviously fortunate enough to have a normal shaped head, so I can wear both for extended periods of time and have little issue, but if your friends head doesn't fit the Vive with its soft padding, I'm almost certain someone like that would have a hard time wearing the Rift. The "padding" is more like a stiff rubber and the hard headstraps do mean your head has to be roughly round shaped