Windows Mixed Reality HMD shutter lag after 5.2 Update

@VictorLerp Is there anything we can do to get developer eyes on this issue?

I can rule out AA, Post Processing, FPS, and hardware issues as I’ve been testing builds with each headset in our lab and the issue is only present on the WMR based platform. (Our test scene renders at 4.2-4.4ms per frame so it’s not FPS or 1% low issues.)

As for the previously mentioned “solution” (workaround) of forcing SteamVR, that’s workable in a lab, but one can’t expect every VR customer to force their runtime to a specific OpenXR implementation.