The "FOV" object exists, even if it is not displayed. So, in your last screenshot, if an object was in the room where you don't see the "vision cone", it still would trigger the event, given the collision polygon is properly set up.
LOS would not, has it is out of sight, behind a wall.
The hit for using and forcing the own texture is minimal on the CPU since this is a webGL rendering thing that acts on the GPU.
The requirement for it to work is that your device supports webGL and does not fall back to Canvas2D.