@AlphaWolF in fact, I think not, because if you look with your eyes inside your headset without moving your head you see things out of focus anyways becasue the lenses, so having a controlled foveated rendering to improve performance while reducing resolution in the blurred part of the lenses could be unnoticeable for the users because they cannot look through those parts of the lenses
if you have a Vive Pro Eye headset then you can do Eye-tracked Foveated Rendering with Unreal Engine. At the moment you need to use a custom modified version of Unreal Engine of versions 4.21 or 4.23 but soon we will integrate some changes in the engine so you will only need a plugin and not a custom engine.
The technique described in the post will fallback to Fixed Foveated Rendering if there’s any problem with eye-tracking (e.g. invalid gaze data, device not connected, tracker module not loaded/implemented etc.)