Hey, @duks1226 !
I have a few projects that use Unreal 5.2.1 with full ray tracing/lumen setup + MetaXRPlugin 56.0, and it works perfectly and consistently on several machines.
I’ve tested it on 4 PCs - 2 with RTX 3090s, 1 with an RTX 4090, and another with an RTX 3060 (all AMD). I also tried it on an Intel machine with an RTX 3080. They all perform well with hand tracking, and I must tell you, the performance jump from the 3090 to the 4090 is brutal - literally 3 times the performance. But I digress.
Essentially, hand tracking is working on many different machines with the same settings and project.
However, I have noticed several strange issues that make other things like Air Link and building and running from UE directly to the Quest HMD a bit of a pain.
Meaning that it doesn’t work the same from machine to machine.
On my 3090 workstation, Oculus simply refuses to pair my headset 9 out of 10 times, and I can never use Air Link or even build to the Quest. The only thing that works is connecting to the hub with a cable. In some other machines, this works, and in others, I get the same issue.
Messing around with the developer beta options in the Oculus app on Windows managed to solve it temporarily.
Basically, what I did was turn off and unpair every headset from the app, turn off eye tracking, external cameras, cloud features, and face tracking in the beta menu in settings - leaving only the beta testing channel and runtime functionalities on. Then, I went to Windows settings and made the Oculus app run only with the GPU.
This allowed me to use Air Link again but didn’t fix anything else. It might be worth testing if hand tracking works with these settings.
Thanks for your time.