Enable performance monitor in the Oculus debug tool. It will show you your FPS, number of dropped frames and performance headroom. Although I'm not sure its too accurate as the last time I used it, it sometimes showed me at -41% performance headroom whilst the game seemed to be running fine.
edit: The Oculus SDK with the debug tool is
here
with instructions on how to use it
here
Hehee you see 90fps because ATW (and ASW if enabled) will make up the frames your GPU drops.
The debug tool is, as far as I can see, accurate to a fault. It knows the queue-ahead timings, knows the timings going on in the compositor as well as your cpu and gpu.
The best Oculus Debug Tool performance HUD I have found to use is the App Render Timings HUD. It shows the CPU time needed, the Apps' time to render (in this case, ED), and the frames dropped by your GPU.
If the missed frame submits are ticking up fast, you're dropping lots of frames and ATW is having to fill in the missing images with synthetic images.
At any detail setting, you only have 11ms to completely render and ready both eyes' frames for display... that's 90fps.
So if that App Render Timing HUD shows you're pushing over 11ms, you'll see varying amounts of judder, depending on what you are looking at, moving objects etc. Lower detail settings, or enable ASW and see if that improves your experience -
With ASW, the Oculus SDK locks your GPU down to 45fps, giving the CPU and GPU up to about 20ms to finish rendering. This is a big extra slab of time over 11ms, but each intervening frame is supplied by ASW, which only takes 1-2 ms to generate. SO you're getting 45 real 'keyframes' from ED, and 45 fake ASW-generated frames in between for the 90fps you get pumped to your eyes.