I know hughj will disagree with me, but it's all the same for everybody, for every frame rate, regardless of reprojection.
I can't believe this is still going on. I've been trying to explain this for a fucking long time on B3D, and Sony corroborated my theories, and so did Oculus. I think next time I'll have to quote Jesus.
Reprojection/ATW cannot solve the judder problem of mismatched frame rate. Unless they reproject and composite all objects and animations independently (which would be a lot of processing, if possible at all).
This is from last year:
https://developer.oculus.com/blog/asynchronous-timewarp-examined/
Yes, Sony have a major advantage being able to run at 60 reprojecting to 120, which competitors cannot.
The impact of occasional dropped frames is reduced, but it's a problem if it can't keep the frame rate the same.