That's Multi-Resolution Shading, which games like Raw Data also use already. As you can see in the article I linked, it does the same thing that LMS does, but somewhat less efficiently. Either way, both of them will be even more effective on something with a huge FoV like the PIMAX.Interesting. What would you think of the solution found in Shadow Warriors 2?
If your game/engine is correctly implemented, it will cull based on the projection matrix.What about optimizations such as culling objects that are outside your field of view? Is that handled too?
The good thing about VR is that basically everything is Unity or UE4, and they do this correctly. And those few dev who use their own engine for VR games (the most relevant are probably Croteam) I very much trust to do things right.