Eye tracking + foveated rendering is definitely possible in CloudXR. However, the actual visual impact of having the foveated center delayed in relation to eye movement is not clear yet. It is something that can be looked into for the future, however.
We can clearly see the foveation in the periphery and even an imperfect or laggy dynamic foveation using eye-tracking would be preferable to what we currently see while peeking at the sides of the view in VR.
With more and more VR headsets supporting eye-tracking (especially the upcoming Quest Pro / Cambria), it would be great to get an ETA on when / if passing eye coordinates to CloudXR will be added.