And what PCVR game uses that?
Are you stupid or something? Peoples aren’t playing PSVR2 games on PC, they’re just using the headset. I can’t recall a game that uses that outside of maybe a few sidequest demos here and there. Oculus pro had this feature and it’s almost 99% useless.
It’ll come, but it’s not a feature on PCVR even worth discussing about.
Some people would be surprised to hear how little eyetracking saves on actual performance compared to fixed foveated rendering (and they'll probably start argue against FFR now because they don't know about the natural physical properties of lenses). Some people don't even know there were PCVR headsets with eyetracking before PSVR2.
Analysis of the Quest Pro. FFR vs ETFR:
(In case you're wondering; a more agressive foveation map = worse image quality when the "resolution filter" is lower than the lense properties)
So that means there's between 5% to 9% performance improvement when using eyetracked foveated rendering. (Disclaimer: this is for the Quest Pro, but I see no reason to not apply it to other headsets with fresnel lenses).
Now, keep in mind that Fresnel is somewhat outdated and with the incoming pancake lens headsets with a bigger sweet spot there could be bigger gains for ETFR when trying to keep the image quality intact over a bigger area of the lenses (which basically means that you need to turn to a less aggressive resolution filter).