Was it doing it before?
RES sites and stations are two of the heaviest geometry areas in the game. Running in VR imposes deadlines on certain chunks of the render pipeline. Sounds like your CPU isn't quite completing the geometry calcs before the GPU deadline for the Rift.
Without new geometry, the GPU will default over to running the Asyncronous Time Warp and skew the last frame it had rendered based on the newer tracking data from your head position. Given that only take a tiny 0.6ms (out of the total 11ms you have to complete a frame, and you see that's why the GPU utilisation drops to ~50%. While the poor CPU is struggling to get the next frame started and done.
I see high CPU utilisation in stations, and lower frame rates too. Even with a 1080GTX, as my CPU is a 3770K at 3.5GHz (it ramps up to about 3.7 when under high load in VR).
I do close any Oculus Home alerts, and minimise the window when in VR. I close the ED launcher window too, so there's a minimum of 'other stuff' on the screen.
In your case, I would drop the detail settings while running the Oculus Debug Tool to see how it affects the CPU timing. There's HUD's for checking the CPU time to calc and the GPU load too.
Cut the ED options down - anything that will increase the actual geometry load - just to see if the problem goes away. Try running the VR low preset, drop world and object detail to low, drop ambient occlusion off, draw distance. See if freeing the cpou from the geomtery load makes a difference and then bring up the detail.