TL;DR: there seems to be a frame-timing issue with MSFS that also is affecting X-Plane, where running in the native Oculus runtime causes micro-stutters. Setting ASW on and telling it to lock the framerate to half-refresh (e.g. 45Hz) does not work as it should, and frametiming remains unstable. Does not affect any other apps I’ve found.
I am seeing the same. I also have this exact same problem with X-Plane running in the native Oculus build. No other VR games on my system that I’ve noticed (I have almost 100) behave this way.
There seems to be some kind of frame-timing issue going on. If you turn on the performance overlays, and toggle the ASW mode on/off with the framerate lock, it doesn’t lock the framerate as it should. Framerate is unstable and fluctuating. If you go to the Application Render Timing overlay, the App Missed Submit Count is red and increasing quickly.
This causes the fluidity in the app to be ruined – filled with persistent microstutters that you can’t get rid of. It’s not an issue of graphics settings being too high – you can drag everything to minimums and this problem still exists, even when the performance overlay shows plenty of headroom available.
Weirder still, in X-Plane, this issue goes away when I force it to run in the steamVR runtime with a command line switch (–steam_vr). Even though it’s still technically running in Oculus, which is hosting SteamVR, ASW then behaves as it should and locking the framerate makes everything smooth and fluid as expected.
We can force MSFS to run in steamVR too with the openXR setting, but when I do that it creates a new issue, where the view distorts ever so slightly with small head movements (it’s a slight stretching effect). None of this is normal and shouldn’t be happening. I haven’t tested further with that to see if it fixes the frame timing issues yet.