Happening now through July 28th:
NVIDIA blog: https://blogs.nvidia.com/blog/2016/07/21/rendering-foveated-vr/
Research paper: https://research.nvidia.com/publication/perceptually-based-foveated-virtual-reality
Ideally, foveated rendering should be undetectable by the user. They found that as they progressively lowered the resolution of the periphery and increased the peripheral blur (achieving greater rendering efficiency), people could tell that something was different because contrast was being lost. The innovation here is increasing the contrast of the periphery to compensate - so they can get those efficiencies without any perceivable difference to the user. There's a video of this in action on their blog (direct link).
Older posts with a bit more background info on foveated rendering itself:
https://www.vrfocus.com/2016/07/nvidia-and-smi-to-demo-foveated-rendering-at-siggraph-2016/
http://uploadvr.com/nvidia-smi-siggraph-foveated-rendering-eye-tracking/
Regarding the cost to add eye tracking hardware to a headset: http://uploadvr.com/smi-hands-on-250hz-eye-tracking/
NVIDIA blog: https://blogs.nvidia.com/blog/2016/07/21/rendering-foveated-vr/
Research paper: https://research.nvidia.com/publication/perceptually-based-foveated-virtual-reality
Ideally, foveated rendering should be undetectable by the user. They found that as they progressively lowered the resolution of the periphery and increased the peripheral blur (achieving greater rendering efficiency), people could tell that something was different because contrast was being lost. The innovation here is increasing the contrast of the periphery to compensate - so they can get those efficiencies without any perceivable difference to the user. There's a video of this in action on their blog (direct link).
Older posts with a bit more background info on foveated rendering itself:
https://www.vrfocus.com/2016/07/nvidia-and-smi-to-demo-foveated-rendering-at-siggraph-2016/
http://uploadvr.com/nvidia-smi-siggraph-foveated-rendering-eye-tracking/
One of the next big leaps in VR technology will arrive when headsets come with eye trackers. The addition will allow the computer to optimize the river of images floating into your eyes so only the most detail is shown in the places where you are actually focused. The technique, called foveated rendering, will open the door to higher quality VR on lower cost hardware. It may be a key requirement of second generation VR headsets if the technology is ever to become mainstream.
Regarding the cost to add eye tracking hardware to a headset: http://uploadvr.com/smi-hands-on-250hz-eye-tracking/
SensoMotoric Instruments (SMI) said:“The total cost of all the hardware at scale is in the single digits,” says Villwock, “a few dollars.”