Here's some pics I took from my Rift S through the lenses. (These are true images that I have taken myself). I highly recommend the Rift S! At first when in the Demo "First Contact" I felt it looked similar to the CV1. (But as soon as I loaded up some games, I noticed big improvements! No god rays. Awesome image quality especially with items up close. The extra sub Pixels has really changed VR for the greater good. Though you still see aliasing in some areas. 80Hz display feels as smooth as the old 90Hz from CV1. You can see further ahead in Sim games, and read marker boards. Everything is a lot clearer, and more detailed. The tracking is spot on, and very accurate. Touch controllers are great, maybe a little top heavy from the halo. The HMD Halo design is very comfortable, compared to the Odyssey + Now the only thing that sucks is the audio. It is flat as a pancake. So you definitely want to invest in some decent headphones. Check out the images from AC, ACC. PC2, RaceRoom, Robo Recall etc. (Never seen detail like this in AC using VR before!) This is clearer than the Odyssey + Which was a pretty good HMD. PC Specs: 9900K @ 5Ghz 16GB 3200Mhz DDR4 GTX 1080 TI
I would say a driver issue, as I found WMR less resource heavy than running the CV1. The Rift S, doesn't feel as resource heavy as the CV1 either. Running a Rift S on an eGPU will be fine by the looks of it.
Depends on what's driving the eGPU, the interface (Thunderbolt 2, 3, or custom lets-run-regular-PCIe-over-a-cable), and the GPU. Assuming Thunderbolt 3 with 4 lanes, GPU impact is between 92% and 95% of performance compared to x16 lanes. You're more likely to be limited by the mobile CPU than by PCIe bandwidth.