OpenGL4.5 Blit Sync

Hello I have a problem with new OpenGL and VR rendering.

I have just moved my code to OpenGL45 namely the named FBO stuff.

My Pipeline:

Bind FBO_MSAA_L
Render()
glBlitNamedFramebuffer(FBO_MSAA_L, FBO_Resolve_L)
Bind FBO_MSAA_R
Render()
glBlitNamedFramebuffer(FBO_MSAA_R, FBO_Resolve_R)

vr::VRCompositor()->Submit(Tex_Resolve_L)
vr::VRCompositor()->Submit(Tex_Resolve_R)

My Problem:

The VIVE flckers/ omits frames when they are not finished (with MSAA).
Rendering directly into Resolve works fine, ther are no black frames, the sync seems to be working (the timing drops).

Using oldstyle blitting and framebuffer binding works fine as well.

So, the Question:

Is there a way to sync properly, without black frames being rendered?
Best Regards

Using oldstyle blitting and framebuffer binding works fine as well.

Then this suggests a driver bug.