If your VR doesn't scale up its performance with resources, perhaps it's artificially throttling itself to a max framerate? Can't push pixels fast enough to the headset? waiting for sensor data from the headset before rendering?
This is a bit anecdotal, and I don't have expertise in the underlying technology, but I read mentions of requiring use of specific driver functionality to get better performance out of an SLI or dual GPU setup, via mechanisms like using a dedicated GPU to render each eye independently from each other instead of attempting to render both images together on a bridged virtual card. Allegedly, it's a bit of extra effort to do this (as they'd need to support both the AMD LiquidVR and Nvidia VRWorks) and would only benefit a minimal audience, so other aspects of the game get prioritized for development effort.
There are a couple of implementations that do. eg, Nvidia Funhouse VR was a showcase app of what implementing their SDK could do and they used it. I think Serious Sam VR used it, but I haven't tried that game..