I have one of "those" mates a 1upper, everything one of the crew buys he always buys one better shortly after, any way, got to test acc on a 3080 on VivePro, and.. disappointed, all that extra oomph didn't do didly squat, still have to dial back a lot of settings to get fluid 90fps. I think you would need to roughly double a 2080ti to get it running with everything on ultra for ACC
Right now, I wouldn't buy or use a 3080 for gaming or simulators. Besides the ridiculous inflated prices due to bots and scalping, there are still issues that need to be addressed, and drivers still need to be optimized, for the GPU and the HP Reverb G2 (I'd wait to buy that too). With any new hardware releases, I don't fall for the hype, and I'm skeptical of the specs thrown out by manufactures, excited reviewers, and fan boys. Also, apparently some older CPUs do cause bottlenecks that affect the performance of the 3080 (my current i7 is just below the recommended spec).
Maybe by July, this will either be all worked out, and there'll be more tests and results to show what the 3080 can really do as things improve, or something better will be available. As for crystal-clear high res, full 90FPS to both eyes in VR, with the highest quality graphic settings, I still think that's a lofty expectation with current hardware. It'll probably be 2-3 years before we can attain that quality, even with bridged GPUs. Maybe two $1500 (or currently $2400 inflated) RTX 3090s might be capable, but I'd only spend that much $$ on a workstation PC for my 3D modeling and animation work, where I can get a return on the investment within a month or two.
Right now, my "patched up" Rift and 1080Ti will do, even with drops to 45FPS, when the alternating-eye "mind warp" kicks in. I'm glad I bought the Rift over four years ago, even with its' screen door issues and recent head strap failure. However, I can't wait to see what develops for VR over the next couple of years, as GPUs are improved, and headset manufactures won't be as concerned about limited GPU capability. Everything will be optimized, and the experience will be crystal clear with extreme graphic quality settings and a solid 90-120FPS... and hopefully everything will be more affordable.
As for the recent Oculus/Facebook issues, I have clients that also have Facebook accounts as they post ads and information that I need to see, and a couple think I should do nothing but work on their projects--no eating, sleeping, exercise, or having fun. One very impatient client gets frustrated if I don't respond immediately to his Skype messages, even late in the evening. I made the mistake of sharing my sim-racing Youtube channel with one, and he expressed frustration when he saw I had posted a couple of videos over a weekend, during a rush project--the result of his lack of planning. If Facebook reports what I'm doing with my Rift, that could be an issue--hopefully this can be reliably turned off in the account settings, but I'd still feel the need to confirm this every time I'm using my Rift. I occasionally take a break during the day, maybe 2-3 times a week, and run a few laps on the simulator, especially if I'm having an issue with a project. I concentrate on some clean, fast laps for 15-20 minutes, then return to the work with better ideas.