But there are consumed ones available / becoming available:
* HP Reverb G2 Omnicept Edition
* HTC Vive Pro Eye
"NVIDIA VR Ready Quadro or GeForce Turing based GPU required for foveated rendering. For developers, Unity foveated rendering plug-in and run-time are also required and available from the Unity Store or HP Developer Portal"
Eyeballs rotate very fast, up to 1000°/s. Fovea has just under 1° of high resolution. You gonna need to render 1000 FPS with 1 frame of latency to catch up.
GPUs can't do that. They evolved for decades optimizing for throughput at 60Hz, not latency at 1000Hz.
Foveated rendering (where IR cameras look where pupils are looking, passing this info to PC and the frames rendering with high detail only in that spot) was already demonstrated to be working well and fast enough to not be noticable.
It is not present in any consumer VR headset, and the software side is also not yet plug&play