Why does a dropped frame matter far more in VR than in a flat-screen game, and what does the compositor do to hide it?
A headset draws to eyes that are still moving, so a late frame is presented in the wrong place for where the head now is; the world appears to slip, the vestibular and visual senses disagree, and the result is discomfort rather than a visual blemish. Reprojection hides it by re-warping the last good frame against a fresher pose.