You are using 13MS just on the update transform command in the render thread…just that one function call alone is already over the maximum time you want to retain VR performance (11ms).
You are running far too many operations on every tick, either batch them, use a timer that isn’t updated every frame, or re-think what you are doing, your game thread is 39ms, you are moving way too many things every frame (thus the high transform update cost in the render thread as well).