Earlier quoted context omitted.
Their lower end target is 10 ms. In a game, 16 ms is your entire time budget.
In VR your budget is 11 ms and you can't miss it or the entire frame is thrown away and you introduce a frame of latency to compensate. So for VR these kind of effects of GC are even worse.
When I was developing a VR game, my team noticed that some ultra-sensitive people started to get sick when we would drop around five frames (the vive displays 90, so this is only a ~5% drop). There was more to it (dropping a few frames every few minutes was usually fine, but consistently dropping frames every second or two is an issue).