Alright so an update:
ASW: I didn't realize when I replied earlier that this needs Oculus Debug tool to toggle; I don't use Oculus Debug.
I tried all of AD's recommended settings (save for SS, which I kept at 1.5 - sorry, but it really makes a difference), and same jitter came back after being in-game for a while.
Another thing I noticed is that other applications are affected at the same time as the problems in Elite. Was running Tunein via chrome and when the game jittered, so did the music.
Running CPUID HWMonitor and GPU temp a solid 60-61.
CPU Temps solid 61-2.
CPU utilization tops out at 100% from time-to-time, but not frequently and not tied to jitters.
Problem certainly doesn't seem hardware related from what I can tell.
Also seems unrelated to in-game settings.
Definitely gets worse with time - like after a couple hours use.
Really weird and annoying to have to reboot the computer every couple hours. [mad]
Just realized I was on 390.65 - upgrading to 390.77 and I'll report back if the problem persists.
OK, sorry settings didn't solve the problem. A little puzzled that it affects everything - suggests that your rig is running out of processing power somewhere. I run Oculus Home, ED, Voice Attack, EDDI and Game Music Packs at the same time on a similar rig! As far as VR is concerned, it is worth checking the sensors (candlesticks).
Jittering can occur when positional data is not being processed smoothly. In the headset it shows up as micro-jumps, which can vary from a vibration through to jarring hops. It can get progressively worse in game, although don't know why. This was a big problem with the OSVR HDK2 which had a single IR camera and would go from jitter free to unplayable over time forcing me to quit and restart, but
not something I've seen with Oculus (which generally speaking has good positional tracking). I ditched OSVR because of it.
Anyway, if that is what you are seeing:
(1) The problem is more likely if you only have one sensor (would definitely recommend two). Check that your sensor is well placed with a clear line of sight to your HMD and in the Oculus devices panel has a constant "green" light (not yellow or flickering). Although Oculus says you need USB 3.0 for the sensor, it will work on USB 2.0 - on my rig I could only get a consistent signal with USB 2.0. When your done, go through the Oculus sensor config' again making sure that your HMD is where it is when you play. If you still don't get the "green" (consistently) it's worth checking your USB's in Win10 devices just to make sure your USB controllers are not getting errors. You can update the USB drivers if you know what your doing.
(2) If you are using SteamVR it processes positional data differently (couldn't tell you how, just does). Try running ED through Oculus VR instead. Make sure Steam and Steam VR are not running. If they start up automatically, disable those options in the Steam and SteamVR settings and restart. Then start Oculus Home and ED from the launcher. This will force ED to use Oculus VR without the involvement of Steam. Note, there is old post where Cmdr NeilF solved jitters (it seems) just by pinning ED in Oculus Home and starting the game from within OH. She found "When I run it from there, I get much better performance and a much better picture".
(3) If you prefer SteamVR, there is a way to ignore "velocity reports" which can reduce the nervous twitch. Include the following snippet - "ignoreVelocityReports": true - in the steamvr.vrsettings file which is located in the C:\Program Files (x86)\Steam\config directory. If you don't have that file, can make one - info on the net how to do this. It helped me when using OSVR, but did not completely solve the problem. I have not had to use it with Oculus and do not now use SteamVR. Also note, the most recent version of SteamVR may now have this as an option in the settings (not sure).
If these don't work, then out of ideas sorry. Oh, as an aside, if you prefer SS to HMD, think about turning the HMD down. Mucked around with this quiet a bit and found they are both massively pixel hungry and to some extent fighting each other.