Refresh rate is lower than the PSVR (72hz vs 90/120hz I think) and FOV slightly narrower (100 vs 110 degrees). However the screendoor effect is significantly less due to Occulus' better screen tech (538ppi vs 386ppi). I would say there isn't a world of difference between the two in terms of quality - the refresh rate has never bothered me and I think the reduced screendoor effect is worth it. One area the PSVR is significantly better is in comfort - the headset on the Quest is not that comfortable and can have light bleed around the nose. There are plenty of solutions, but out of the box the PSVR is miles ahead.
One other thing worth noting is that multiuser support on Quest is poor. it can be sideloaded on, and it should be coming soon officially, but you're reliant on the games having individual profiles at the moment for family members. Apart from that everything else about the Occulus is very slick - the controllers miles better than the moves, the OS friendly and easy to navigate and everything just looks and feels a little less toy -like than the PSVR.
Playing Beat Saber on the Quest is a case of lifting the headset off the charging cable (it lasts about 3 hours per charge) and putting it on your head. And playing. And that's it. In any room you have enough space. Or outside if you want people to stare at you. Both controllers take a single AA battery which lasts ages. No cameras, no wires. I'd say the controllers in PSVR Beat Saber feel a little more chunky and vibratey, but apart from that there's not a lot between them. And which version is the one you'll play: the one that you're playing in 10 seconds, or the one that involves dragging cables around and getting the fucking Moves to pair up? Exactly. Plus, as I say Pistol Whip is what you should be playing anyway.
Audio on the Quest has two options, it has two headphone jacks. Or you can use the inbuilt…. I'd say they were speakers. Or speakers crossed with headphones (so little speakers that sit next to your ear). So, you will hear audio once you put the headset on. It's fine. I use it most of the time, but if you want to really feel the music in something it's best to add headphones for bass. The inbuilt speakerphones aren't brilliant, but they're good enough.
Connecting to the PC came a bit late officially as Occulus released Occulus link months after release as a surprise, letting the helmet connect to PCs via a link cable and a USB3 port. It then acts as a Rift, giving you access to the Rift store and Steam VR titles. As the Quest is essentially powered by a mobile processor it is limited by the fidelity of what it can produce. Stuff like Beat Saber and Pistol Whip, fine. More complex stuff like The Room VR is also possible, but Elite Dangerous isn't. A program called Virtual Desktop allowed a wifi connection to PCs via the official app, but then Occulus got annoyed and now you have to download the official version then sideload a version with the feature in.
This lets you then connect to your PC wirelessly (and do anything you want to do on the PC - like write a word doc if you were feeling weird about it) but also kick off native Occulus apps and Steam VR apps like Alyx (which I haven't bought yet as it's 46 quid, but I have wandered around the free virtual environments and the Quest copes admirably with them over Wifi and Virtual Desktop and they look stunning). Your PC really needs to be hardwired into the router and you need 5Ghz or it will stutter though. I prefer it to the cable connection method as it makes roomscale games a lot more fun.
Anyway, once connected it acts like any connected headset and you can trigger titles via Steam VR, or directly (like VR Minecraft). Here you get the fidelity of a full PC game release and can play stuff like Boneworks or Fallout VR which push the fidelity envelope a bit more (don't play Fallout 4 VR - its' shit). .
So, it's a great mix of both worlds. I have been very impressed with most of it - I just wish it was a bit more comfortable to wear.