>>287476246
>That's good to know, which is weird that I don't have the same issue on the Index. Does it dynamically scale to keep the framerate? 
SteamVR does have a feature that dynamically changes the resolution based on the framerate. Did you monitor your fps while testing it? Are you sure you were dropping frames?
It's also possible that the way they handle motion reprojection (a feature that tries to take old frames and modify them so that they feel more like new real frames) is better than how WMR does it these days. Or it could be that your WMR wasn't working correctly, since reprojection is theoretically supposed to mitigate most stuttering from framerate issues.