I agree that the SS percent values are really confusing in that the final pixel values are what we really want to know - however, with the sliding scale SteamVR printouts, that doesn't include what can be set with Render Scale Factor inside of Aerofly FS2. With my early Oculus use, I was able to run the Oculus Debug Tool HUD which provided a final value of the pixel dimensions of the render buffer and other performance graphs while actually flying since it was a transparent overlay on the app. I would like it if fpsVR did that but I don't think it adds up all the factors - both Steam VR Video and Application plus the in-game scale factor.
What I was trying to show was an example of starting up several times (both the app AND SteamVR must be restarted ) and trying to find the fps breaking point for a given VR app, like Aerofly FS2, the 90fps point and maybe the 60fps point for use with reprojection. I also wanted to pick a repeatable view with an instrument panel and scenery. Then finally to pick a noticeable but difficult clarity measuring point - would be different with each aircraft - but for the Q400, it is now something on the CDU for me (without leaning in ). Obviously, it is still subjective but at least it is obvious to me that the recent KB fix has made some real improvements for the Odyssey+ . For each WMR HMD, the results will be different and with each PC CPU / GPU combination!
Ken - it's hard to really tell, but I do see a difference from 1.1 to 1.5 RSF but whether it's necessary is left up to the user.