The thing with the Reverb G2 is, you need to understand and work around the render resolution to get good results. SteamVR defaults to 150% (that's where the "notch" in the slider is), 100% is still 2x oversampling if I remember correctly (that's pixels, not factor per dimension; at 100% the render resolution is something like 3169x3088, the panels are 2160x2160). It is done to account for barrel distortion (and apparently other effects that elude me) to get the best possible image across the widest possible lens area. In theory. In practice this is completely wasted as the lens sweetspot is pretty small and the edges are very blurry anyway. The sweet spot gets crispy sharp much earlier. Where you have to find a good compromise is the transition area from the small center sweet spot to the center area of the lens.
You can tell yourself the image is so much crisper when you crank the resolution, but the price is far to high and the benefit too small, and I also seriously doubt that is really the case (either that or I am just too old to notice the difference). Maybe there is an influence on edge shimmering, but I don't see an improvement beyond 70 to 80%. Getting to 60% or less things begin to get very jaggy and shimmery, text starts to get blurry. Also, the Reverb G2 has practically zero screen door effect, which can be a factor - compared to my Rift S it was a revelation even at lower resolutions (of the G2).
I run mine at 70%, which is a render resolution around 2500x2500 per eye, and my system (as stated multiple times, a 3080Ti on a 5900X) can just about keep up. I regularely get motion smoothing, sometimes because of CPU frametimes (mostly when there is alot of AI around, or while entering a new system; capital shipyards with alot of system security around are terrible, as are Odyssey ground settlements), sometimes because of GPU frametimes (mostly in rings or other particle heavy areas), sometimes both (Coriolis starports).
I could probably push my GPU a bit more, but it would fall back to MS more often and also produce more heat. Also, as I stated, I don't see anything major beyond 80%, so I don't. Still, even at 70% you need a hefty system to run Odyssey at a performance point where you don't risk nausea or headache. When someone claims to get buttery smooth performance at a cranked resolution, I don't buy it even in the slightest. Not even with a 3090. Either they are lying to themselves or they are just immune to low framrates. It happens, I guess.
Lastly, ED has native Oculus support, whereas WMR headsets go through a WMR-SteamVR translation layer, which adds additional overhead. There is the solution of OpenComposite, but that has it's own set of possible issues.