You are definitely making it up since you showed no numbers and no understanding of how VR rendering works. Stop trolling.
The 10x number that Silverforce mentioned is fairly well established and actually on the low side.
Microsofts research in foveated rendering achieved a 5-6x speedup on a normal monitor with a FOV of 47 degrees. On a display with a higher FOV (i.e. a HMD) such as say 100 degrees (roughly what the Rift has), the speedup is expected to be around 30-40x.
The only real issue here is figuring out how to put a pair of high speed cameras inside a HMD to track eye-movement. This is of course a fairly sizable issue from en engineering perspective, but not an insurmountable one. Several companies are working on it, with the most well known probable being
Fove
Microsoft research paper
You don't understand and you are drinking AMD kool aid slides. The "foveated rendering" they mention has been pioneered by NVIDIA in their VR SDK and it runs in a single pass on Maxwell without using the slow geometry shader path. The 480 doesn't support this in a single fast pass according their slide. So no, they are not accelerating foveated rendering in HW, while NVIDIA has been doing it since Maxwell.
What Nvidia does (Multi-res shading and lens matched shading) is known as fixed foveated rendering, and it is a pale imitation of proper foveated rendering.
Furthermore based on the latest
Polaris slides AMD would appear to have is capable of exactly the same thing.
It's also worth noting that these techniques, whilst nice to have, are hardly revolutionary, with speedups probably being in the 1.1-1.2x range (based on
Valve's research in fixed foveated rendering).
Single pass stereo rendering for the vertex stage has nothing to do with foveated rendering by the way and is a feature that can be applied either separately or in conjunction with the above stuff.