From my experiences with VR, what OldpondGL describes is exactly what is happening in the OP’s problem. I’ve found that the best way to mitigate it is to run MSFS with an external frame limit (using NVCP or rivatuner) that is exactly half of HMD’s refresh rate, and tune your MSFS settings such that you are getting this FPS limit ALL OF THE TIME (bolded for the importance of this). It also helps to set the MSFS VR graphics setting Reprojection Mode to Depth. This works for me such that if I experience judder it’s ALWAYS due to my FPS being lower than the frame rate limit. This is why this works.