Great test, but it's testing something different to high-frequency aliasing. Small movements aren't the problem so much as 16x16 and larger blocks changing fairly abruptly. In the above example, each cross is 8x8 pixels. A comparable test to VR issues would be sampling 1/16th of the periphery and drawing a coloured block for the cross underneath. This block will keep changing colour based on movement so you'd have a colour shimmer constantly in your periphery. The only way around this would be to sample all the crosses per 16x16 sample and average them. Plus then probably needing to sample across quad boundaries for smooth transitions.
Furthermore, this example shows we do perceive quite a lot of detail in that periphery. He can't see the movements but we do see the speckling of crosses. It's not just a blur and blurring the periphery would destroy all this necessary clarity.
It's actually a tricky problem! ML probably really is the only way to go.
eg:
View attachment 11019
Look centre circle (full screen) and the 8x8 downsampling on the right isn't very obvious. But now imagine every one of those pixels shimmering!
I guess there isn't as much to be gained from foveated rendering as originally described because it undervalues the human perception system. Which is bad for tech, but good for people!