https://www.youtube.com/watch?v=Ann8hoAEGL4
After watching this video I've reevaluted the yesterday's cope from people about "4090 + foveated rendering would be enough for everything".
I knew it was ridiculous even for the current gen headsets, but I've decided to run the numbers for fun anyway.

It is considered common knowledge that apple targets 4k-by-4k per eye for their headset, so we might as well assume that res will become the industry standard, xr3 prototype hmd also suggests so. 
Let's assume 4k means 3840 pixels. So each display would be 3840x3840, both eyes 7680x3840. Multiple both width and height by 1.4 and you get 10752x5376, which is the "native" rendering resolution compensated for distortion correction.
10752x5376 equals to 57.8 million pixels. (FYI 8k is just 33.1kk pixels)

Let's be generous and assume that with foveated rendering you will only need to render 40% of the pixels (it's not actually that simple, because graphics pipeline is not just shading pixels and most games are not really 100% efficient, but it's just napkin math so let's be optimistic). 57.8 * 0.4 = 23, which means that you still basically need to shade the equivalent of 23 million pixels. Q2 "native" is 14.8kk pixels btw. 

Conclusion: The cope is dead. Basic graphics/bad perf is here to stay, even with 4090, no matter what.
On a positive side, I don't think after this jump we would be rising resolution much, so with 5090 we might have enough to start brute forcing better graphics. 
Oh, and there still no good games. 

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