Fully functioning WMR support? : Seeking advice and ​​​​​​​direction

I would like to see a working implementation by Epic on how to setup WMR controllers. I’ve used both an Odyssey + and Dell Visor. You can preview your project with these HMDs in 4.23 after adding the WMR plugin. I use my PS3 game controller to move around this works as a temporary solution until I can figure out how to get full motion controller functionality. To configure your project for VR you need to implement some optimization settings as I’ve found most large content scenes wouldn’t run as I only see those 4 rotating spheres in the VR HMD. This is what’s needed.
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A) Add a Post Processing volume to your scene and check the Ubound property
B) Under General settings look for frame rate and uncheck smoothing. I also set a lower minimum frame rate of 25 fps as iam using a 1050Ti GPU
C) Under Rendering settings you need to check Instanced Preview this is to render output to both eyes simultaneously.
D) Use Forward Shading not Deferred
E) Set Anti aliasing to MSAA

Note if you use the third person template as for a standard 3D application it also works when played in VR mode.

The largest project I’ve viewed thus far is the free Open world nature demo of the Poplar tree forest. There is considerable stutter when moving within the world.