They have eye focus tracking for sure in this, so maybe they can render in adaptive resolution mode je only highest rest in center of vision? Who knows?
Adaptive resolution rendering doesn't add more pixels to the display -- if you want high resolution for the spot the user is currently looking at, you need that resolution across the entire display.
Theoretically, you don't really need it across the entire display - this is achievable with eye tracking paired with fancy actuated curved micro-mirrors (so-called DMDs) that can dynamically make part of the matrix concentrated in a smaller focus area (viewed through a curved mirror) at cost of peripheral picture quality. But it's extremely complex tech and I'm not aware if it's available in any consumer-grade devices. The alternative is liquid lenses, but I think micro-mirrors are more researched topic (I'm no expert in either, it's been ages since I last studied physics and I wasn't good at it even then).
It is remotely related but different from "classical" foveated rendering (which is just a way to get better framerates), as it's an actual optical system. With DMDs you also need foveated rendering (and fancy transformations, as displays are no longer projected uniformly over time), but foveated rendering alone is not sufficient.
They already listed foveated rendering in the features (which I believe is what you're describing). It use the graphics performance budget efficiently, but it can't physically add more pixels.
It's really cool technology anyway, and according to PSVR2 reviews, it seems to work well.