UE5 notes

UE5.1 VR Setting
Nanite and Lumen both work in unreal 5.1. Just make sure you set the following in your DefaultEngine.ini config:
r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal=0 r.Lumen.ScreenProbeGather.ScreenTraces=0
Instanced stereo also seems to offer no performance benefit - leave it unchecked (and it still causes weird rendering issues in one eye).
We're at a point where you could put a small tech demo together with lumen and nanite, but not a full game. Lumen is simply not performant enough yet. Whilst lumen looks really neat in VR, I was noticing some artifacts in reflections.
For reference: I was getting 40fps in a couple of test scenes with lumen global illumination and reflections with a few charcters, nanite map geometry etc on a Nvidia 4090. Resolution was 16MP both eyes combind (vive pro 2) - testing at the quest's resolution pushed it to 60fps. By comparison I was getting 140 fps at 1440p on desktop. Dropping lumen lets me get to 90fps @ 16 MP.
Another interesting thing I noticed was that ray traced shadows were giving more fps than using virtual shadow maps.