>>285485041
might just be the placement on your face, the quest uses fixed foviated rendering on the edges of the lenses where the fidelity ain't so great anyway in some applications to reduce the load needed. 
Using quest-link introduces video artifacts and motion compensation/smoothing, but removes the fixed foviated rendering.
Not every game does this. VRChat is notably unique and pretty great for using a dynamic performance profile that actually works, so you'll notice it there more since everyone is terrible at optimization mostly.
However, there are some maps that are so incredibly optimized that this won't actually happen. Unfortunately only one or two people I know of actually know those reference camera rendering tricks to get the game running fast.
Other games try to shove too much into the quest and just run FFR all the time by default. 
It's up to the creator of the vrchat world, or the game, to optimize it.