I'm using the SDK 1.3 with OpenGL API to develop an app that is not distributed on Oculus platform, so the app has to be started from Windows and not from the Oculus app, I mean that I don't have the Oculus mounted when I start my app.
When my app starts, the rendering fps for Oculus part is very huge and it only becomes normal (90fps) when I mount the Oculus on my head. if I unmount the Oculus, fps rendering is still ok to 90fps. So problem occurs only as long as I didn't mount my Oculus a first time.
In my rendering loop for Oculus, I do my rendering and I call ovr_SubmitFrame to let Oculus driver do his stuff and take care of vsync. But in this particular case it seems that ovr_SubmitFrame does not handle vsync.