They say virtual reality, but they sell virtual binoculars...
They say virtual reality, but they sell virtual binoculars...
I can't imagine there's any tech that'd let an actual LCD move around at the speed your eyes do. But maybe the foveal display could be from ultra-low-power short-throw laser DLP, bounced right into your eyeballs? It could even use the glass surface of the peripheral LCD display as a DSLR-alike mirror, so that it can reach your pupil from a straight-on angle.
What I'm describing does seem to exist (a https://en.wikipedia.org/wiki/Virtual_retinal_display) — but it doesn't seem that anybody has tried combining them with traditional LCD tech yet.
I feel like such a hybrid device would have a number of obvious operational advantages, e.g. much lower bandwidth/render-power requirements (each frame, your GPU would only have to render a high-resolution image of a little square, along with a very low-res image of the rest of the scene.)
Foveated rendering provides these benefits without needing a mechanical mechanism. (Though it does still require full-field high resolution displays and apparently the eye-tracking requirements haven't been fully solved yet -- which would also preclude your suggestion of a hybrid device.)
Isn't that what Varjo is doing? They do have headsets out, but they are strictly targeting enterprises at this point (cheapest headsets start at 5k + mandatory support for 800).
[edit] actually no, I remember them discussing that approach, but apparently they went with some kind of semi-transparent mirror to combine the images. https://varjo.com/blog/introducing-bionic-display-how-varjo-... & https://gfycat.com/perkywastefulhorsechestnutleafminer
https://arstechnica.com/gaming/2016/05/how-side-mounted-leds...
I'm looking forward to an actual "retina display"-like option (60+ PPD) with higher FOV in another 5-10 years, but I'd assume that'll be 8K minimum per eye, maybe more like 10-12K.
However having that narrower FOV in VR is actually a good thing, as it makes for a smaller arc subtend for each pixel. If you were to give the wearer a 60 degree FOV in VR, they'd see very crisp and detailed things. But the more you stretch it out, the worse the effective visual quality becomes.
Plus, you have to deal with the Pimax company, which has to be one of the most incompetent companies I've ever met when it comes to taking money and delivering product without stepping into the realm of actual fraud. When I bought mine, it was 3 false "it's shipped" announcements, 2 months, and a threat to reverse my credit card charge before I finally received it.