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Using Unity 5.4+, where SteamVR relies on the native VR integration of Unity, you need to make sure that your companion window camera (= "camera that renders to flat screen") has Render Eye "None" set (I'm currently in Unity 5.3, so I'm not sure about the exact names but I'm sure you'll find it ... can be "Both", "Left", "Right" and "None", and "None" means "render to flatscreen"; don't confuse it with the Render Target which lets you assign different monitors).
Thanks for the help :D
Yes, the critical part for me was changing the 'depth' of the render camera to be higher (0) than the VR camera (-1)