Game runs fantastic in Editor, but standalone build uses 98% GPU. Both look exactly the same??

I just added a slider to my project that allows me to set the Application.targetFrameRate value respectively.

And I added this script for measuring the FPS (because i think Unity stats are not accurate): FPS Counter

But when I build and run my game then try adjusting the slider nothing happens!! No matter what value I set the framerates are maxing out and melting my GPU.

I have searched my entire project and commented out any calls to Application.targetFrameRate or QualitySettings.vSyncCount so I am pretty sure they are not getting set from anywhere except for the slider onChange callback:

void TargetFramerateSliderChanged(float val) //when the slider is changed
{
    Screen.SetResolution (1920, 1080, false);
    QualitySettings.vSyncCount = 0;
    Application.targetFrameRate = (int)val;
}

However if I start the game using ‘-vrmode none’ then I can adjust the framerate just fine.

So I think it is VR related but I absolutely need to be able to reduce the framerates so my customer’s GPUs are not catching fire.

My game is a mocap game, and only needs 60fps, VR is optional and not very important but is required.

How can I allow users to turn down the FPS in my Steam VR game??