I get the occasional relatively frequent, almost like loading based hitching/stutter at ~medium/high settings with a 3770K and GTX1080, I'm not even sure if they make a big enough difference to not increase them further just yet. It's fine the majority of the time.
I've played for ~2 hours and I have to say I do have a few minor complaints compared to other VR games I enjoyed.
It kind of shows that the game and/or its technology have been in development for a long time as some design decisions have that "early VR" feel. They've done a good job adapting the systems to contemporary VR methods but there are still traces of how it wasn't originally meant to be that intense/free in locomotion options and what not. There are for example a couple instances per level so far where even though you're using free locomotion pressing forward will just teleport you through the obstacle/situation with a fade out/fade in and accompanying sound effect of the action you didn't really do/see. That only happens rarely and in all other cases they've adapted the game to free locomotion very well, you can vault over stuff, crouch under obstacles and drop off ledges seamlessly.
Then the guns and tools are attached to your hand rather than physically held so that they drop if you let go like other objects. It's a pure old school inventory system where you hold a button to bring up the wheel with the guns/tools then hover your hand over the one you want and release the button to have it attached to your hand. A quick press will toggle between a free hand and the last thing you were holding a la MGS. That's contrary to most other modern VR FPS where you can conveniently attach things to your body (even if it's invisible in some of them, or optional) and your guns behave just like other objects, being able to let go or toss them or whatever which makes it feel more immersing and physical. The backpack for storing stuff and grabbing ammo to reload with works very nicely though.
Edit: the above also means you can't switch hands on the fly or anything, you have to choose the dominant hand that will be handling the tool/guns from the settings menu/when first starting the game, something like that. Also the vaulting over is very gamey, you just press the right stick forward to match your left stick while walking against the object you want to climb, not physically do anything as in other games. All the actual interactions with stuff/puzzles/objects are fairly well done however.
And finally, this is Oculus (and similarly non-Index) specific but once again the default hand pose is a very flat open palm hand, so at your normal resting position where you have your fingers around the controller and your index finger resting on (but not pressing in) the index trigger, it gets a very unnatural default pose where your last 3 fingers are open/flat, your thumb is appropriately tracked by which input it's resting on (or thumbs up if it's on nothing) and the index finger is constantly curled in way too much because the trigger it's resting on is touch sensitive. That just looks off and like your resting pose is almost a constant "ok" signal or something. You get over it and personally I try to not touch the index finger trigger at all when not actually using it but yeah, it could be handled better so it only bends the index finger if you're actually pressing it in and maybe have all the fingers a little bit bent in more naturally as the default. For an Index-first game with all its finger tracking making the pose reflect your actions decently, it's okay and it doesn't negatively affect playability.
Other than that it certainly seems to be the most polished single player FPS adventure yet and just like you'd expect a Half-Life game to be in VR with all that entails like amazing vistas, cool scripted sequences NPCs and interactions, great atmosphere and intense combat scenarios (and loading screens). But if it could get the basics more like Onward that would make it perfect. The Walking Dead: Saints & Sinners gets very close to being this but maintains some Boneworks-like jank (not nearly as much, it's awesome) and doesn't have the high production values Valve could afford here.