For foveated rendering, the amount of rendered pixels are actually reduced.
Foveated streaming is presumably the next iteration of this where the eye tracking gives you better information about where to apply this distortion, although I’m genuinely curious how they manage to make this work well - eye tracking is generally high latency but the eye moves very very quickly (maybe HW and SW has improved but they allude to this problem so I’m curious if their argument about using this at a low frequency really improves meaningfully vs more static techniques)
[1] https://developers.meta.com/horizon/blog/how-does-oculus-lin...
People are conflating rendering (which is not what I’m talking about) with transmission (which is what I’m talking about).
Lowering the quality outside the in focus sections lets them reduce the encoding time and bandwidth required to transmit the frame over.