Why does the rdrThread double in VR?

Why does the rdrThread double when VR is enabled? My understanding is that OpenXR handles getting frames to both eyes in VR. rdrThread represents the CPU time it takes to build the draw commands. Does this mean the CPU is creating twice as many draw calls in VR, or is it creating draw calls for two frames?

Fixed. Turns out settings that stack supersampling cause this. I was running DLSS Quality and SteamVR at 250%. The correct approach is to scale in the headset, and not in the app. Switched to TAA 100%, and problem solved.

Good video on this:

Textures vs Texture resolution Interesting video.