Are you saying that display planes on PS4 and XB1 are the same?
They're similar enough in operation to serve the same job (UI overlays).
Ok, initial intended use. You can't say there wouldn't be another intended uses for them.
Realistically we can. there can be other uses, but these weren't intended. eg. If Kinect is dropped and devs get access to the DSP and use it for audio, we can say that though the DSP can be used for audio, they were only intended for Kinect voice control. Similar, regardless what the display planes get used for, we can say with considerable confidence that they are intended for 3D+2D+UI as that's how they were described by MS and the official documentation. They clearly aren't
intended for foveated rendering or anything else because they'd be talked of that way and even need extra hardware that the console lacks, even if one day the display planes are used that way.
Besides which, what does it matter?? For rendering a low-res background and a high-res foreground, the display planes are hardly saving a tonne of resources. It's not like that extra display plane is worth a considerable amount of GPU power to help equalise the differential. None of the '15' engines are (many of which are standard components in PS4 and PC).
Read it again, at first it explain two plane functionality and later says:
Without going into details about patents, this still doesn't matter. MS's interests in using this patent as described in XB1 are clearly nil because they didn't include four display planes. If they were interested in stereoscopic rendering in their console, they'd have included the hardware. This is a defensive patent covering stuff not all of which is applicable to XB1
Isn't it possible to render far distances at lower resolution and near distances at higher resolution?
Yes, as we've discussed when talking about this tech, but that's not foveated rendering. That's just rendering different resolution passes, which you can do any GPU anyway. Display planes would just save a composition pass.
Or using this method for the pre-race camera in NFS Rivals? Or using it according to object distance from games in-game camera instead of human eye filed of view/eye-tracking functionality?
Yes, you can do that as long as you don't mind your UI being affected by the scaling, or you don't allow the OS layer and use all three planes for the game. But if such effects were the
intended use of the display planes, why didn't MS put in something more substantial like a decent 2D image engine?
As I said before there are some Eye-tracker out there using last gen Kinect, so it should be possible with XB1 Kinect theoretically. Also I think if Microsoft wants foveated rendering being used in games they have to put it at system level for different uses like what they did with UI/Game display planes. So there shouldn't be much trouble for developers.
You can't read eyes with either having a camera up close or using a fancy tech like reflected IR*. There's nothing in XB1 as is and sold that can enable foveated rendering. Ergo, it'd be stupid of MS to add hardware features to a view of enabling foveated rendering at a later date, unless they have a plan for it.
* Unless someone comes up with some amazing new tech using Kinect or something, which is a possibility, but one clearly MS hasn't got working yet or they'd have patented it and launched with it, or at least showcased it.