Not at all. I see stutters and stammers all the time. I'm not talking about headtracking. Even support say they are aware of the problem and it's being looked into... Maybe an issue with the Cobra engine and the 6000 series CPUs, that's purely speculation mind you. I'm waiting for more info.
Bring up the performance hud via the debug tool and watch your frame rate.
This - even better use the App Render Timings HUD in the debug tool as it shows how long your GPU is taking to render at your set detail level.
Under 11ms - great! True 90fps.
Over 11ms = ATW at least, and judder certainly if you're missing lots of frames one after the other (the Missed frame submit counter at the top shows each frame your GPU is failing to render at the top of this HUD.
When in a high-load scene, if you have enabled ASW via the registry hack, you'll see 45fps in the left hand graph (ASW locks the frame rate to 45fps)
Render times will increase as Oculus relaxes the queue-ahead timing. 12-15ms render times are typical. Usually means you've got a lot of detail - too much to stay at 90fps and too much for ATW only to make up the odd missed submit.
However, it takes a LOT of dropped detail to get anywhere near 11ms except in space/low load scenes.
If you don't mind being in ASW in high-load situations, you can push detail up a bit so you're pushing 17-18ms per GPU rendered frame.
Over 20ms - not likely even ASW will save you - this will probably be hitching and juddering quite badly.
Don't go over 20ms... the beams will cross and the Earth will explode.
