VRR doesn't require additional bandwidth.
Zamundaaa
Try Linux on a 4k HDR 120hz TV and see what happens.
It works fine, with chroma subsampling. At least I personally don't ever notice it on the TV.
That's not to say this getting fixed isn't important, but it's mostly relevant for monitors and maybe smaller TVs that you sit closer to.
Not the person you asked, but I do have the new controller, and it works as they described it.
How it works afaik is that SDL has a driver for it, even if the kernel doesn't have a generic one yet. The controller also works in emulators without Steam running because of that.
The headset has eye tracking to make it possible, but yes, apps have to implement foveated rendering for it to work.
I think it is possible for the VR compositor to do some eye tracking optimizations for the app without the app doing special stuff, but I don't know how much that helps (or if it's even implemented in SteamVR).
Literally no other desktop has this functionality...
Why would you run it in Proton? It's a native game.
Then when a game is started it starts another Gamescope session which launches the game in a second XWayland session.
No, it doesn't start another gamescope. It starts a second Xwayland in the same gamescope instance.
This is still WIP, but will definitely get an option before it's enabled by default. I too much prefer apps just following my configured placement policy.
It's an issue from a change made a year ago, which you were just unlucky to hit (and indeed mostly hits Arch, because of live updates).
It's been fixed in 6.4.1, won't happen again.
It was just moved into a separate repository, nothing's changed about it
That's wrong. You can't stream from the SteamOS game mode specifically, but streaming from a Linux desktop works.