>>405701648
I think because it's confounded by supersampling, frame interpolation, and driver updates that change can change performance drastically (better or worse) for whatever reason. Plus a lot of shitty unity games are cpu-bound so even the best of GPUs won't get you any more frames. All those variables combined with the tiny population of PCVR gamers make it infeasible to maintain VR-specific benchmarks. For the most part though GPU VR performance correlates with pancake games. It's essentially just another monitor.