You are always seeing 90 frames displayed in the Rift CV1. Unless you have a huge amount of network traffic/monitoring going on, your frame rate should not be affected.
If you're running in Solo, or in Open etc but noone is in the instance with you (no other player CMDRs) then you're running your own instance alone, with minimal outgoing ED-related traffic. ED doesn't use a central server to keep the player locations/vectors alive. it does that internally and via P2P when other CMDR's are present.
VSync makes no difference in VR.
Anytime the ED frame rate is locked hard to 45fps, then ASW is kicking in.
To turn ASW off, press Ctrl NumPad 1 (with NumLock on)
After a quick review of the cpu stats, I'd say the cpu is holding you back a bit - floating point is a bit weak, despite the overclock.
If your PC is running fairly clean ie no other programs running, the 1080 is running well on a recent driver, and your internet connection is reasonable, then I think you're possibly close to the limit for your PC.
Oculus Debug Tool:
Try loading the Oculus Debug Tool, starting ED, then turning ASW off as above.
Use the App Render Timing HUD in the debug tool - it will show you some of the timing its taking to render the scene. The application frame rate will be the same as ED's. One way to test is to drop all detail settings to low and see what the application rate does... if it doesn't go up, then your cpu is holding thingsup by taking too long to calculate geometry.
VR is pretty hard on the cpu - even though it says the usage is down at 75%... this is not a good measure as the cpu has to wait for the new tracking data to come in for EVERY frame. So VR is set up in a timer-centric code. Each of the 90 frames has 11ms. Not a lot of time.
Tracking data comes in, CPU calculates geometry - for two eye camera viewpoints (double the load right here compared to 2D). One will be rendered by the GPU while the cpu finishes the second viewpoint. Both frames must be completely rendered by the GPU before about 10ms as the compositor puts the two images together, applies the barrel distortion for the lenses, and sends to output. The 11ms timer is only part of it - timers are set sooner in the process so if things are running late.taking too long, ATW will kick in to render a synthetic frame, or ASW will lock the application to 45fps, allowing 22ms to do a real frameset, and show you synthetic frames in between.
Because VR is dealing with two separate viewpoints, cache misses in the cpu are more common.
As a guide, I'm an enthusiast, built my own PCs since 1992. I have an i7, and a 1080 GTX, both mildly overclocked, and water cooled.
I run all Ultra settings in my Rift except for Blur, Depth of Field and Bloom (not needed, all off or minimum posible). Shadows to high.Ambient Occlusion to Low.
I'm running HMD Quality on 1.25x to improve the low resolution in VR.
I still do see judders as things load in - planets, stations, sometimes terrain on planets. This is much more noticeable in VR compared to 2D.
All up I think you're probably seeing reasonable VR, but ASW is working a lot of the time, and yeah, hopefully judders will improve in 2.3. Fingers crossed.