This is because these are using a dedicated VR only API for presenting popup textured quads into the VR view (overlays).
It is because they are independent of the whole frame rendering, that I suggested using these for higher legibility of the EFIS screens among other things:
This would let you use lower rendering settings for the outside view with higher res popup overlays in-lieu of the EFIS screens VC polygons. This would also decouple the sync between the whole frame rendering and the EFIS rendering which can in some cases open up other optimization opportunities.