Hi guys, new to EditorXR but not Unity in general. First foray into the world of VR Development, shifting over from some AR productions. Concerning EditorXR, I've set it up under Unity 2018.3 and SteamVR version 1.2.3, and though my scene functions alright, I'm getting a similar visual/FPS stuttering during rapid head turns that most people seem to talk about. My headset is a Vive Pro, and we're running 4 Lighthouses, so tracking ought not to be the cause of any stuttering. Other apps and SteamVR's menus all run smooth as silk. Watching the Siggraph 2017 Demo leads me to believe that optimization is possible for EditorXR setups, but this leaves me wondering: Does EditorXR actually "run" in Unity? By this I mean, does it allow us to use things that normally happen at runtime (Baked Lighting, Occlusion Culling, Batching, etc)? Will these optimization methods actually work in favor of EditorXR? If not, what can we actually utilize to optimize our use of this system? Thanks for your help!