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Different makers handle GPU calls differently. Sometimes it causes a problem. The benchmarks in common usage might not test the routines your VR game uses. Bug fixing resources are allocated based on the number of users with the problem. Even if Valve works on ARC compatibility, small VR devs generally won't devote time to that.
I hope you find this anecdote illuminating:
https://steamcommunity.com/app/250820/discussions/0/2970650017901586073/?tscn=1617383130
There's also the matter of what issues actually affect a given platform and what the hardware vendor (int this case Intel) has done to support VR and OpenXR specifically. In several cases, like Meta/Oculus Link, they are being blocked because the application uses a GPU whitelist. e.g. there's no bug, this is trivial to fix.
One Workaround is using ALVR and Streaming hardware encoded h265 or AV1 video to your device with that. Your B580 has hardware support for both, and if you have a Quest 3 it does too, use AV1 if possible, it's much more efficient for data, raising the possible quality you can stream.