Dx11 Tessellation in VR is broken?

Context: vive

Make a flat plane and apply dx11 tessellated material with a good texture on it.
Put a platform such that you’re a good body height over the surface.

Run it in headset.
Observe that flat plane seems to be in front of platform.
Flip the headset upside down to reverse their relationship and verify that the depth change is perceivable.

I don’t have a way to capture the image for both eyes to verify. But the difference in our object was shockingly large. Additionally, we had world offset on it which may have exacerbated it.

My belief is that the same image is being rendered for both sides and so it appears on the horopter.