Compositor tearing (Tear>0, Stale=0) occurs on Quest 3 when rendering dense Gaussian splat content via native OpenXR + Vulkan at 72 Hz. Despite maintaining a frame rate of 72/72 FPS, VrApi reports 1-4 tears per second. Analysis of Perfetto traces reveals that torn slices miss scanout by 0.01-1.2 ms, with compositor GPU requests arriving 2-4 ms after the app's vkQueueSubmit while the app frame is still executing. GPU profiling shows 8 hardware bins (864x448) with the densest bin rendering 2.2-2.8 ms uninterrupted, exceeding the ~1.1 ms compositor slack before scanout. Preemption only occurs at bin boundaries, not within bin renders or single dispatches. Attempts to reduce tears by splitting compute/draw into smaller units were unsuccessful, but screen recording suppresses the tearing. The issue is observed on build UP1A.231005.007.A1, System UX 207.0.0.218.1234, with multiview render pass 1622x1770 per eye with FDM foveation and subsampled layout.