I'm not entirely sure how they'd manage a Wireless solution, for QA reasons I don't think they'll support it.
I currently play VR Wirelessly but it needs a specialised setup to keep the latency acceptable (sub 30ms), and a strong GPU to keep the bitrate high enough.
My PC is connected to a dedicated Wifi 6 Router which is only used for my Quest 2 to avoid channel interference. The router is within 3 meters of the headset while in use and with a RTX 3080 encoding the stream it's able to produce enough bitrate using H.265 to make it feel like I'm tethered. There's just such a huge throughput in bandwidth and compute needed for it.
Hopefully I'm wrong though, I've gone from Quest > Rift S > Quest 2 and tethered free is the way to go for sure.
As an aside, not PSVR but if anyone has PCVR this game is an incredible hidden gem:
https://www.youtube.com/v/q_GNtWvfdfk
This is all true. Although I base the assumption on where Carmack thought the technology was about two years ago when he spoke about it at Oculus Connect. I'm not sure which one it was, and even then finding where he was spouting off about wireless Quest over PC would take a while finding because when he goes off, he goes off, and the keynotes he does lasts over an hour where he just jumps from one thing to another. Anyway, he mentioned about wireless almost being there in terms of an acceptable experience. He was talking about rendering stuff on a priority basis, like buffering things just out of frame, and those things would be stored in memory so when they do need to be rendered, they would be, but they'd maybe have some sacrificed quality and display some artifacting. I'm not from a parallel 5th dimension like he is, so it's all a bit semi-understandable. Basically, when he said at the end that it's almost there, and that maybe all we'd need is one of those wifi receivers that you plug into usb3. Good enough for me. I think even if PSVR2 doesn't have it, then the next generation of headsets should for sure have it. Thinking about it, I don't think I'd mind the cable so much, so long as it's light, can be disconnected and replaced if broken, and is long enough. The most annoying thing about the original PSVR is it's tracking solution, and that will be solved with the new one.
He (Carmack) speaks a bit about it here at the start of this video:
https://www.youtube.com/watch?v=PMIDaomx0GA&t=6s&ab_channel=Oculus