Optimizing Unreal Engine VR Projects for Higher Framerates (Meta Quest, HTC VIVE, FFR, ETFR, NVIDIA DLSS, AMD FSR, and Intel XeSS Tips Included!)

Optimizing Unreal Engine VR Projects for Higher Framerates (Meta Quest, HTC VIVE, FFR, ETFR, NVIDIA DLSS, AMD FSR, and Intel XeSS Tips Included!)

Optimizing Unreal Engine VR Projects for Higher Framerates (Meta Quest, HTC VIVE, FFR, ETFR, NVIDIA DLSS, AMD FSR, and Intel XeSS Tips Included!)

Ever felt like your VR project is running so slow it could be a snail’s day job? 🐌 Or maybe your framerate is auditioning for a role in The Matrix—dodging bullets, but also every performance standard? 😅

Well, today, we’re fixing that! I’ll show you how to take your Unreal Engine VR game from ‘meh’ to chef’s kiss smooth. Although enhancing the performance and framerate of Unreal Engine VR applications, whether running in standalone mode (Android mobile) or PCVR mode (PC streaming), can feel daunting, especially when dealing with varying project requirements, this guide breaks down practical and easy-to-implement strategies that deliver noticeable results with minimal hassle, helping you achieve smoother gameplay.

So, let’s get started before that snail finishes its coffee break!

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Building Unreal Engine 5.6 From the GitHub Source Code on GNU/Linux With Android Support

Building Unreal Engine 5.6 from the GitHub Source Code With Android Support

Building Unreal Engine 5.6 from the GitHub Source Code With Android Support

Alright, I’m back with another video.

If you caught the last one on building Unreal Engine 5.6 from source on Windows, you already know the drill. As promised—this is the GNU/Linux edition.

We’re doing it the Linux way this time: clean, efficient, and just a bit different. Let’s dive in.

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Building Unreal Engine 5.6 From the GitHub Source Code on Microsoft Windows

Building Unreal Engine 5.6 from the GitHub Source Code

Building Unreal Engine 5.6 from the GitHub Source Code

Alright… I’m back. Yes, I know—I vanished for a while. But just like the upcoming Unreal Engine 5.6 release, I’ve been quietly cooking in the shadows. And now… we’re both making a comeback.

Today’s tutorial is all about how to build Unreal Engine 5.6 from source—on Windows. That’s right, 5.6 isn’t officially out yet, but we’re not waiting around. If you’re impatient like me—or just curious to see what Epic’s brewing before the rest of the world—this video is for you.

Now, some of you patient folks out there might be thinking: “Why bother? Can’t I just wait for the release?” Fair question. But here’s the deal—I work for a company that publishes Unreal Engine plugins on the Fab Store. And they want their plugin ready on day zero when the new engine drops. The catch? Epic only allows you to submit plugins once the final version is officially released. So to stay ahead of the curve, we grab the source early, build it, test it, and make sure everything works before the launch day.

And hey, if you’re a Linux user—don’t worry—I’ve got a separate video coming soon. Just not today. Because building on Linux is like dating in your forties… not complicated, exactly—just different.

We’ll be diving into more Unreal Engine 5.6 goodness over the coming months, so buckle up, hit that subscribe button, and let’s get nerdy.

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Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins

Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins

Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/Pro/3/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins

Hey everyone! Welcome back to the channel! In the last tutorial, we tackled deploying Unreal Engine projects to Android and Meta Quest in standalone mode—because who doesn’t love the thrill of watching their code actually work on a headset? But if you caught that episode, you’ll remember I dropped a little plot twist: Unreal Engine’s built-in OpenXR plugin… yeah, it’s like that friend who shows up at your party and forgets to bring their own hand-tracking support for Android. Awkward, right?

Well, today, we’re fixing that. We’re making sure the hand-tracking projects we developed together earlier in this series, have non-broken, fully functional hand-tracking and play nice on your Meta Quest and HTC Vive HMDs in standalone mode. Whether you’re team Meta or team HTC, I’ve got you covered.

Let’s jump right in and get the hand-tracking working exactly the way it’s supposed to!

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Deploy Unreal Engine Projects to Android and Meta Quest 3S/3/Pro/2 in Standalone Mode

Deploy Unreal Engine Projects to Android and Meta Quest 3S/3/Pro/2 in Standalone Mode

Deploy Unreal Engine Projects to Android and Meta Quest 3S/3/Pro/2 in Standalone Mode

All right… so… you might be wondering—where have I been? Did I fall into a virtual void or some digital black hole? Did I get sucked into a never-ending loading screen? Did Unreal Engine finally crash me for good? Well, almost.

But I’m back! Back from the digital abyss. And let me tell you, I was this close to naming this video: ‘How to Deploy Your Soul to Standalone Mode’… because burnout is real, my friends.

Jokes aside, YOU—yes, you awesome people—kept me going. I read your comments. I saw your feedback. And honestly, some of those messages… they were half encouragement, half passive-aggressive ‘Bro, where’s the next tutorial?!’ You all have zero chills. But… I like that. That’s what got me here today.

So, by popular demand and an ungodly amount of coffee, here we are. Today, we will deploy your Unreal Engine projects to Meta Quest. We’re talking Android standalone mode, baby!

And if you’ve been struggling with this process, don’t worry. I’ve suffered so you don’t have to. You’re welcome!

But, before we dive into the screen-sharing and the real stuff, you know the drill. Smash that like button, subscribe, and drop a comment. If you don’t, I’ll deploy you into an infinite loop of beginner VR setup tutorials. Trust me, you don’t want that. So, it’s your call!

All right! Let’s get into it.

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WebRTC IP Leak Demonstration

WebRTC IP Leak Demonstration using Rust and JavaScript

WebRTC IP Leak Demonstration using Rust and JavaScript

Deep in the vast jungle of the internet, an elusive predator lies in wait: the WebRTC IP leak. This invisible hunter slithers through the dense digital undergrowth, silent and unseen, ready to strike its next target. The IP addresses of its unsuspecting victims are exposed in an instant. But its danger isn’t merely technical; if you’re a political activist in a repressive regime, leaking your IP could jeopardize your very life. Today, we embark on an expedition to track this hidden predator, uncover its secrets, and learn how to protect ourselves before it strikes.

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Android: Install ADB drivers for any device without OEM drivers

Figure 1. Android Robot

Figure 1. Android Robot

Well, I started my Android development on a Samsung I9100 Galaxy S II. I never had any trouble getting ADB to work on Microsoft Windows since I had the drivers from Samsung which was already installed due to my previous Cyanogenmod installation process. Afterwards, I received a Nexus 7 and a bit latter a Nexus 5 which became my primary development device of choice. Google did a good job by providing ADB drivers for All Nexus devices inside the SDK or as a small separate download on Android Developers website which was very easy to install. The trouble began when my development process involved testing my applications and games on devices other than Nexus ones I had. For some manufacturers I was never able to find the drivers. Finding the correct driver for each device was a huge pain until I found a solution that became a remedy for all my troubles getting ADB to work with any Android device, even without the OEM drivers. It even became my preferred alternative to manufacturer’s provided ADB drivers for all my other devices till this day, since I hate the bloat-ware and useless crap they provide along with their drivers which is inevitable to install anyway.

In the rest of this post I’m going to share my easy solution with you:

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Book Review: Application Development with Qt Creator - Second Edition

Almost three weeks ago I received a review request from one of the Packt Publishing staffs to review Application Development with Qt Creator, 2nd Edition written by Ray Rischpater which has been recently published by Packt Publishing. Since I’ve been developing cross platform Qt (cute, often mispronounced as Q-T cue-tee) applications from Qt 4 era back in 2008 – when Qt Creator was not around yet and the project was running by Trolltech at the time – and a handful of Qt Quick mobile applications over the past two years, I consider myself eligible enough to write a brief review on it. So, I was provided with a review copy and after reading it cover to cover, my thoughts on the book are as follows.

Application Development with Qt Creator, 2nd Edition

Application Development with Qt Creator, 2nd Edition

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