DO NOT DO THIS.
It’s counterproductive with vorpX. vorpX uses an asynchronous VR rendering thread, which always tries to maintain 90 fps (or whatever your headset is set to) on its own.
Messing with that in the best case does nothing, but more likely will break vorpX‘s own frame interpolation, the VR runtime’s frame interpolation, or both.
I removed the link. Everyone who wants to break vorpX willingly should at least do a Google search on their own. Provides a little pause to reflect how good that idea might really be. ;)
Sidenote: sounds like a not so great idea even for native VR apps. All VR runtimes have their own internal frame interpolation since the dawn of time. In contrast to a generic frame interpolation these consider headset movement, which is why the generic interpolation feels laggy in comparison.