It could really push the boundaries of detail and efficiency, if we could somehow do it real-time for something that complex. (Streaming video sounds a lot easier)
It could really push the boundaries of detail and efficiency, if we could somehow do it real-time for something that complex. (Streaming video sounds a lot easier)
They are complementary things. Foveated rendering means your GPU has to do less work which means higher frame rates for the same resolution/quality settings. Foveated streaming is more about just being able get video data across from the rendering device to the headset. You need both things to get great results as either rendering or video transport could be a bottleneck.
Foveated streaming is just a bandwidth hack and doesn't reduce the graphic requirements on the host computer the same way foveated rendering does.
While there are some recent'ish extensions to do variable-rate shading in rasterisation[0], this isn't variable-rate visibility determination (well, you can do stochastic rasterisation[1], but it's not implemented in hardware), and with ray tracing you can do as fine-grained distribution of rays as you like.
TL;DR for foveated rendering, ray tracing is the efficiency king, not rasterisation. But don't worry, ray tracing will eventually replace all rasterisation anyway :)
[0] https://developer.nvidia.com/vrworks/graphics/variableratesh...
[1] https://research.nvidia.com/sites/default/files/pubs/2010-06...