Note for validating the fps I am running the geforce fps counter overlay, it shows on my monitor in the client window. I can tell sometimes when its happening (usually outside of battle engagement as you focus on other things when you are being shot at) but generally I am not reaching to turn HMD down and just play through it. I did expect a little more from this setup.
You would be a
bit better off with a used 1080Ti instead of that RTX "overpriced devkit". It was heavily discussed on this forum, too. HOWEVER, the improvement would not be so drastic, around 16%, and now you're future proof for DLSS when it comes to more games. So it will pay off, eventually. Pimax recently introduced beta fixed foveated rendering supported only on RTX cards, maybe other headsets will follow suit?
Again, this is a solid gaming machine! Don't be dissapointed just because mediocre Elite performance. Elite does a shoddy job optimisation wise, especially so in VR. Your card is only 16% slower than the fastest card on the market before rtx launch

Enjoy it, I am sure you will be able to crank many games up to 11.
As a seasoned VR user I can recommend two things:
- Get yourself a copy of fpsVR (10% off on steam currently, woo hoo
)
- use it to optimise the hell out of your games
- stop counting fps afterwards
While #3 can be counter-intuitive, there are systems (ASW / Motion smoothing) which deal with low performance in games, and for the most part it works pretty well. Just ensure you don't have that disabled

They lock the framerate to 45 (usually) and inject "missing" frames by computation. It ensures your head motions translate well to game world, thus avoiding nausea.
Find a compromise which suits you wrt. settings, and stick with it

Some like shadows, some like view distance etc... There are also external supersampling settings in steamvr, but I am not knowledgeable with the rift. I am sure Rift guys here can help you out. But seriously. Stop counting fps unless it feels off
